TW201008613A - Network game system, network game program, network game apparatus, and network game control method - Google Patents

Network game system, network game program, network game apparatus, and network game control method Download PDF

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TW201008613A
TW201008613A TW098105682A TW98105682A TW201008613A TW 201008613 A TW201008613 A TW 201008613A TW 098105682 A TW098105682 A TW 098105682A TW 98105682 A TW98105682 A TW 98105682A TW 201008613 A TW201008613 A TW 201008613A
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game
server
control unit
event
network
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TW098105682A
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Chinese (zh)
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TWI373355B (en
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Tsuyoshi Yamaguchi
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Konami Digital Entertainment
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    • A63F13/12
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8052Ball team management

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Tourism & Hospitality (AREA)
  • Health & Medical Sciences (AREA)
  • Economics (AREA)
  • General Health & Medical Sciences (AREA)
  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • Physics & Mathematics (AREA)
  • General Business, Economics & Management (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Information Transfer Between Computers (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A network game system, a network game program, a network game apparatus, and a network game control method are provided to enable a player to restrict consecutive use of an object influencing victory and defeat, thereby realizing a game with sufficient reality. A match authentication unit(51) has a function executing a process of authenticating play of a baseball game in a game apparatus(2) on a CPU(Central Processing Unit) of a server(1). A match maintaining unit(50) has a function of executing a process of maintaining the play of the baseball game on the CPU of the server. When the play of the baseball game is authenticated in the server, a match play unit(52) has a function of playing a match event of the baseball game on the CPU of the game apparatus.

Description

201008613 六、發明說明: 【發明所屬之技術領域】 本發明係關於網路用的遊戲系統,尤其是關於可執行 於伺服器用的電腦與經由網路而連接於伺服器用的電腦之 客戶端用的電腦中執行之網路用對戰遊戲的網路用的遊戲 系統。 '又,本發明係關於於網路用的遊戲系統中執行之遊戲 ® 程式、構成網路用的遊戲系統之網路用的遊戲裝置及在網 路用的遊戲系統使用之遊戲控制方法。 【先前技術】 從來提案有各種對戰遊戲。於該等對戰遊戲,係存在 有在1台遊戲裝置執行之遊戲、經由網路而在複數遊戲裝 置執行之遊戲等。 - 在後者之遊戲,亦即,在網路遊戲,某玩家及其他玩 0 家將自己們的遊戲裝置經由網路而連接於伺服器用的電腦 ,藉此某玩家與其他玩家可執行對戰遊戲。 作爲可如此執行之網路用的對戰遊戲之一,例如,公 知有棒球遊戲(參照非專利文獻1 )。於網路用的棒球遊 戲,係例如,某玩家操作自己的球隊之各選手角色,與其 他玩家指揮之對手球隊來競爭得分之方式的遊戲。 〔非專利文獻1〕 職業棒球魂 4,日本 KONAMI Digital Entertainment ,PS3版,2007年4月1日發售 201008613 【發明內容】 〔發明所欲解決之課題〕 在此種經由網路之棒球遊戲,可見到指揮A球隊的玩 家於比賽中採用能力較高之選手角色,使玩家指揮之球隊 (A球隊)可贏過其他玩家指揮之球隊(B球隊)之狀況 - 〇 - 尤其,投手角色係對比賽的勝敗有較大影響的角色, @ 故指揮A球隊的玩家係經常在比賽中採用能力較高之投手 角色(例如,王牌的投手角色)。爲此,其他玩家與指揮 A球隊的玩家進行對戰時,A球隊的投手角色經常是相同 投手角色,其他玩家會產生欠缺趣味性的不滿。此種不滿 當然指揮A球隊的玩家與其他玩家進行對戰時也會產生。 如此是否經常採用相同投手角色,係委託於對於遊戲之玩 家的倫理觀念。爲此,在有倫理觀念的玩家與欠缺倫理觀 ^ 念的玩家之間會產生不公平感。此不公平感會變成玩家的 〇 不滿。之外,於現實的棒球中,不可能會有此種經常連續 使相同投手登板之狀況,即使在寫實性之觀點上,亦有無 法將現實的棒球充分反映於遊戲上之問題。 對於爲了解除上述之不公平感及寫實感的欠缺,可想 到如下所述之控制遊戲之狀況。例如,首先,將所有比賽 之所有投手角色的輪値資料及投球數資料等記憶於伺服器 。接著,依據所有投手角色的輪値資料及投球數資料等, 以與現實世界的投手相同之登板間隔,藉由控制部發派對 -6 - 201008613 於各投手角色允許登板的命令。藉此,無法重複使用相同 投手角色,可迴避前述之問題。 在此種系統,在限定玩家數量的時候雖然沒有問題, 但是,隨著玩家數量增加,儲存於伺服器之所有投手角色 的輪値資料及投球數資料等也會增加,故會被要求可對應 處理資料之增加的伺服器之記憶容量。 ‘尤其,在網路用的棒球遊戲,具有參加此棒球遊戲之 Θ 意思的玩家係不需要較多之時間及步驟,可容易參加此遊 戲。爲此,在網路用的棒球遊戲,參加玩家的數量也可能 在某時機急遽地增加。爲了可實現此狀況的對應處哩,必 須準備具備膨大之記憶容量的伺服器。然而,想定此種特 別狀況’準備具備膨大之記憶容量的伺服器時,有在費用 對效果之觀點上效果較低之爲題。又,以先前的記憶容量 ’欲處理參加玩家的資料時,就算是伺服器,也會有處理 - 上會有莫大負擔之問題。 Θ 本發明係有鑒於前述問題所發明者,本發明的目的係 提供於經由網路而在複數客戶端之間執行之網路用的遊戲 中’使玩家無法連續使用相同物件的系統。又,本發明的 其他目的係提供於經由網路而在複數客戶端之間執行之網 路用的遊戲中,可壓低伺服器之記憶容量的系統。 具體來說,本發明的目的係於網路用的對戰遊戲中, 使玩家無法連續使用會影響比賽之勝敗的物件。更具體來 說’本發明的目的係壓低伺服器的記憶容量,且使玩家無 法連續使用會影響比賽之勝敗的物件。 201008613 〔用以解決課題之手段〕 申請專利範圍第1項之網路用的遊戲系統,係可執行 於伺服器用的電腦與經由網路而連接於伺服器用的·電腦之 客戶端用的電腦中執行之網路用對戰遊戲的網路用的遊戲 系統。此網路用的遊戲系統係具備以下的功能。 · (1 )對戰通知功能,係使客戶端的第1控制部執行將對 - 戰遊戲之執行通知伺服器的處理。 β (2 )對戰認證功能,係使伺服器的第2控制部執行用以 認證客戶端之對戰遊戲之執行的處理。 (3) 比賽執行功能,係在對戰遊戲的執行被伺服器認證 時,使第1控制部執行對戰遊戲的比賽事件。 (4) 物件選擇功能,係使第1控制部執行依據來自輸入 部的輸入訊號,從複數物件中選擇參加對戰遊戲的比賽事 件之至少1個物件的處理。 、 (5 )動作頻度計算功能,係使第1控制部計算出參加對 @ 戰遊戲的比賽事件之至少1個物件的動作頻度。 (6 )物件選出功能,係在比賽事件的結束時,使第1控 制部執行依據至少1個物件的動作頻度,從至少1個物件 中選出任1個物件的處理。 (7 )物件通知功能,係使第1控制部執行將任1個物件 通知伺服器的處理。 (8 )物件管理功能,係使第2控制部執行將從客戶端通 知伺服器之任1個物件設爲不能參加對戰遊戲之新的比賽 -8 - 201008613 事件之物件來管理的處理。 (9 )管理物件通知功能,係在對戰遊戲之新的比賽事件 藉由第1控制部執行時,使第2控制部執行將在伺服器之 管理中之物件通知客戶端的處理。 在此網路用的遊戲系統,於對戰通知功能中,將對戰 * 遊戲之執行通知伺服器的處理’係藉由客戶端的第1控制 * 部執行。於對戰認證功能中’用以認證客戶端之對戰遊戲 Ο 之執行的處理,係藉由伺服器的第2控制部執行。 於比賽執行功能中,在對戰遊戲的執行被伺服器認證 時,對戰遊戲的比賽事件係藉由第1控制部執行。於物件 選擇功能中,依據來自輸入部的輸入訊號,從複數物件中 選擇參加對戰遊戲的比賽事件之至少1個物件的處理,係 藉由第1控制部執行。 於動作頻度計算功能中,參加對戰遊戲的比賽事件之 - 至少1個物件的動作頻度,係藉由第1控制部計算。於物 ® 件選出功能中,在比賽事件的結束時,依據至少1個物件 的動作頻度,從至少1個物件中選出任1個物件的處理, 係藉由第1控制部執行。於物件通知功能中,將任1個物 件通知伺服器的處理,係藉由第1控制部執行。 於物件管理功能中,將從客戶端通知伺服器之任1個 物件設爲不能參加對戰遊戲之新的比賽事件之物件來管理 的處理,係藉由第2控制部執行。於管理物件通知功能中 ,在對戰遊戲之新的比賽事件藉由第1控制部執行時,將 在伺服器之管理中之物件通知客戶端的處理,係藉由第2 -9- 201008613 控制部執行。 如此,在於伺服器之管理中的物件從伺服器通知客戶 端時,於物件選擇功能中,依據來自輸入部的輸入訊號, 從除了被通知之管理中的物件之外的複數物件中,選擇參 加新的比賽事件之至少1個物件的處理,係進而藉由第1 控制部執行。 · 例如,在藉由使用本網路用的遊戲系統來執行棒球遊 - 戲時,首先,將棒球遊戲之執行通知伺服器的處理,係藉 參 由客戶端的第1控制部執行。然後,伺服器認證棒球遊戲 之執行的處理,係藉由伺服器的第2控制部執行。然後, 在棒球遊戲的執行被伺服器認證時,棒球遊戲的比賽事件 係藉由第1控制部執行。 接著,依據來自控制器的輸入訊號,從複數選手角色 中選擇出場棒球遊戲的比賽事件之選手角色的處理,係藉 由第1控制部執行。具體來說,依據來自控制器的輸入訊 、 號,從複數投手角色中選擇登板於棒球遊戲的比賽事件之 @ 投手角色的處理,係藉由第1控制部執行。以下,將選手 角色是投手角色之狀況作爲一例來進行說明。 接下來,登板於棒球遊戲的比賽事件之投手角色的投 球數(動作頻度),係藉由第1控制部計算。然後,在比 賽事件的結束時,依據登板於棒球遊戲的比賽事件之複數 投手角色個別的投球數,從登板於棒球遊戲的比賽事件之 複數投手角色中選出任1個投手角色的處理,係藉由第1 控制部執行。然後,將在此選出之投手角色通知伺服器的 -10- 201008613 處理,係藉由第1控制部執行。 接下來’將從客戶端通知伺服器之投手角色設爲不能 參加棒球遊戲之新的比賽事件之投手角色來管理的處理, 係藉由第2控制部執行。然後,在棒球遊戲之新的比賽事 件藉由第1控制部執行時,將在伺服器之管理中之投手角 色通知客戶端的處理,係藉由第2控制部執行。 ‘如此,在於伺服器之管理中的投手角色從伺服器通知 β 客戶端時,依據來自控制器的輸入訊號,從除了被通知之 管理中的投手角色之外的複數投手角色中,選擇參加新的 比賽事件之至少1個投手角色的處理,係進而藉由第1控 制部執行。 此時,在比賽事件的結束時,依據登板於棒球遊戲的 比賽事件之複數投手角色個別的投球數,從登板於棒球遊 戲的比賽事件之複數投手角色中任1個投手角色係於客戶 - 端中被選出。然後,在此被選出之投手角色會通知伺服器 Ρ ,該投手角色係作爲不能參加棒球遊戲之新的比賽事件之 投手角色,於伺服器中被管理。然後,棒球遊戲之新的比 賽事件於客戶端中被執行時,於伺服器之管理中的投手角 色(亦即,不能參加新的比賽事件之投手角色)會通知客 戶端。 如此,在關於申請專利範圍第1項之網路用的遊戲系 統,例如,在能力較高之投手角色登板於比賽事件時,依 據投手角色的投球數,在客戶端側選出能力較高之投手角 色,可將此投手角色通知伺服器。然後,藉由將此投手角 -11 - 201008613 色作爲不能參加新的比賽事件之投手角色,於伺服器中管 理,可以規制此投手無法登板於在客戶端側進行之新的比 賽事件。藉此,於網路用的棒球遊戲中,能以在能力較高 之投手角色登板時,無法在下場比賽中連續使用此投手角 色之方式來規制。 又,在關於申請專利範圍第1項之網路用的遊戲系統 - ,因爲能力較高之投手角色登板於伺服器中被管理,故客 . 戶端係僅依據各投手角色的投球數,來選出能力較高之投 @ 手角色即可。詳細來說,客戶端係必須於每一比賽執行依 據各投手的投球數,來選出能力較高之投手角色的處理。 然而,執行該處理之後,如果將能力較高之投手角色通知 伺服器的話,則不需要依每一比賽將能力較高之投手角色 記憶於記憶部。爲此,可降低被客戶端側要求之記憶容量 。再者,此效果係客戶端執行之比賽場數越多則越大。 進而,在關於申請專利範圍第1項之網路用的遊戲系 _ 統,於伺服器中,僅管理能力較高之投手角色即可,故即 @ 使參加此遊戲的玩家數量增加,也不需要特別增加伺服器 的記憶容量。亦即,可壓低伺服器的記憶容量。 如將上述內容以一般表現方式來表現的話,在關於申 請專利範圍第1項之網路用的遊戲系統,於經由網路而在 複數客戶端之間執行之網路用的對戰遊戲中,能以玩家無 法連續使用會影響比賽勝敗之物件之方式來規制。結果, 可迴避在先前的網路遊戲中發生之一部份玩家所致之無理 的物件之使用(例如,使王牌級的投手角色連續經常登板 -12- 201008613 之使用方法),又,因爲可進行更接近現實之棒球的選手 起用,故可實現更寫實之遊戲。又,於經由網路而在複數 客戶端之間執行之網路用的對戰遊戲中,可降低客戶端負 擔之記憶容量。進而,亦可同時降低伺服器負擔之記憶容 量。 ~ 關於申請專利範圍第2項之網路用的遊戲系統,係於 ‘第1項所記載之網路用的遊戲系統中,於比賽事件的結束 ❹ 時,從前述至少1個物件的動作頻度中檢索出最大動作頻 度的處理係藉由第1控制部執行。然後,選出以最大動作 頻度動作之物件的處理,係藉由第1控制部執行。該等處 理係於物件選出功能中執行。 例如,在藉由使用本網路用的遊戲系統來執行棒球遊 戲時,於比賽事件的結束時,從投手角色的投球數(動作 頻度)中檢索出最大投球數的處理,係藉由第1控制部執 • 行。然後,選出投出最大投球數之投手角色的處理,係藉 Θ 由第1控制部執行。 如此,在關於申請專利範圍第2項之網路用的遊戲系 統,例如,在能力較高之投手角色登板於比賽事件時,投 球數最多的投手角色係作爲能力最高之投手角色而被選出 。藉此,於網路用的棒球遊戲中,能以在能力較高之投手 角色登板時,無法在下場比賽中連續使用投球數最多的投 手角色之方式來規制。如將上述內容以一般表現方式來表 現的話,在關於申請專利範圍第2項之網路用的遊戲系統 ,於經由網路而在複數客戶端之間執行之網路用的對戰遊 -13- 201008613 戲中,能以玩家無法連續使用動作頻度最大的物件之方式 來規制。 關於申請專利範圍第3項之網路用的遊戲系統,係於 第1項所記載之網路用的遊戲系統中,於比賽事件的結束 時,從前述至少1個物件的動作頻度中檢索出臨限値以上 之動作頻度的處理係藉由第1控制部執行。然後,選出以 - 臨限値以上之動作頻度動作之物件的處理,係藉由第1控 . 制部執行。該等處理係於物件選出功能中執行。 @ 例如,在藉由使用本網路用的遊戲系統來執行棒球遊 戲時,於比賽事件的結束時,從投手角色的投球數(動作 頻度)中檢索出所定之値以上之投球數的處理,係藉由第 1控制部執行。然後,選出投出所定之値以上之投球數之 投手角色的處理,係藉由第1控制部執行。 如此,在關於申請專利範圍第3項之網路用的遊戲系 統,例如,在能力較高之投手角色登板於比賽事件時,投 球數是所定數以上的投手角色係作爲能力較高之投手角色 @ 而被選出。藉此,於網路用的棒球遊戲中,能以在能力較 高之投手角色登板時,無法在下場比賽中連續使用投球數 較多的投手角色之方式來規制。如將上述內容以一般表現 方式來表現的話,在關於申請專利範圍第3項之網路用的 遊戲系統,於經由網路而在複數客戶端之間執行之網路用 的對戰遊戲中,能以玩家無法連續使用動作頻度較多的物 件之方式來規制。 關於申請專利範圍第4項之網路用的遊戲系統,係於 -14- 201008613 第1項至第3項中任一項 將從客戶端通知伺服器之 比賽事件之間不能參加比 藉由第2控制部執行。此 例如,在藉由使用本 * 戲時,將從客戶端通知伺 ' 比賽事件之間無能參加比 @ ,係藉由第2控制部執行 如此,在關於申請專 統,例如,在能力較高之 據投手角色的投球數,在 色,可將此投手角色通知 色作爲不能參加新的比賽 理,可以規制此投手無法 - 賽事件。藉此,於網路用 β 之投手角色登板時,無法 手角色之方式來規制。 如將上述內容以一般 請專利範圍第4項之網路 複數客戶端之間執行之網 法在所定數之比賽之間, 之方式來規制。 關於申請專利範圍第 第4項所記載之網路用的 i所記載之網路用的遊戲系統中, 前述任1個物件設爲於所定數的 賽事件之物件來管理的處理,係 處理係於物件管理功能中執行。 網路用的遊戲系統來執行棒球遊 服器之投手角色設爲於所定數之 賽事件之投手角色來管理的處理 〇 利範圍第4項之網路用的遊戲系 投手角色登板於比賽事件時,依 客戶端側選出能力較高之投手角 伺服器。然後,藉由將此投手角 事件之投手角色,於伺服器中管 登板於在客戶端側進行之新的比 的棒球遊戲中,能以在能力較高 在所定數之比賽中連續使用此投 表現方式來表現的話,在關於申 •用的遊戲系統,於經由網路而在 路用的對戰遊戲中,能以玩家無 連續使用會影響比賽勝敗之物件 5項之網路用的遊戲系統,係於 遊戲系統中,具備以下功能。 -15- 201008613 (1 0 )排列規定功能,係使第2控制部規定將表示管理中 的物件之位址的位址號碼設爲要素號碼,且將配置於位址 號碼所示之位址之管理中的物件之識別號碼設爲要素的排 列。 在此網路用的遊戲系統,於排列規定功能中,將表示 管理中的物件之位址的位址號碼設爲要素號碼,且將配置 ' 於位址號碼所示之位址之管理中的物件之識別號碼設爲要 · 素的排列,係藉由第2控制部規定。然後,在物件管理功 ® 能,每於比賽事件結束時,使管理中的物件之位址號碼遞 增的處理、判斷變更後的位址號碼是否是所定數以下的處 理、與在變更後的位址號碼是所定數以下時,將變更後的 位址號碼及變更後的位址號碼所對應之識別號碼儲存於伺 服器之記憶部的處理,係藉由第2控制部執行。藉此,物 件於伺服器中被管理。 例如,在藉由使用本網路用的遊戲系統來執行棒球遊 - 戲時,將表示管理中的投手角色(不能參加新的比賽事件 之投手角色)之位址的位址號碼設爲要素號碼,且將配置 於位址號碼所示之位址之不能參加新的比賽事件之投手角 色的識別號碼設爲要素的排列,係藉由第2控制部規定。 然後,每於比賽事件結束時,使不能參加新的比賽事件之 投手角色之位址號碼遞增的處理、判斷變更後的位址號碼 是否是所定數以下的處理、與在變更後的位址號碼是所定 數以下時,將變更後的位址號碼及變更後的位址號碼所對 應之識別號碼儲存於伺服器之記憶部的處理,係藉由第2 -16- 201008613 控制部執行。 如此,在關於申請專利範圍第5項之網路用的遊戲系 統,不能參加新的比賽事件之投手角色的識別號碼成爲要 素之排列的要素號碼,係成爲配置有不能參加新的比賽事 件之投手角色的識別號碼之位址的位址號碼。此界定係於 伺服器中進行。 藉此,依據每於比賽事件結束時被變更之位址號碼是 否是所定之値以下的判斷結果,可決定是否於伺服器中管 理投手角色。在此,每於比賽事件結束時被變更之位址號 碼是所定之値以下時,則投手角色於伺服器中被管理。 如將上述內容以一般表現方式來表現的話,在關於申 請專利範圍第5項之網路用的遊戲系統,於經由網路而在 複數客戶端之間執行之網路用的對戰遊戲中,可將會影響 比賽勝敗之物件,依據每於比賽事件結束時被變更之位址 號碼,作爲不能參加比賽事件的投手角色來管理。此管理 係如上所述,設置預先訂定之所定位址數的ID儲存用記 憶體,在比賽結束後,新儲存現在登板(或投球局數最多 )之投手角色的ID。另一方面,利用從記憶體排出最舊 的ID,於前述記憶體僅儲存不能參加的投手角色之ID( 例如,登板後,設爲3場比賽不能登板時,將前述位址數 量設爲3個即可)。所以,在伺服器側,因爲單純地將儲 存於前述記憶體之ID的投手角色判斷爲不能參加即可, 故可極簡單地進行管理。 又,設爲不能登板之比賽場數係例如爲3場比賽時, -17- 201008613 必須準備3個位址。此時,3個位址的容量係2位元(“ 00,01,10” ,11)。亦即,在伺服器上,關於1支球隊 ,只要有2位元的記憶體,即可確保必要之資訊,故可利 用極少之容量來記憶必要之資料。 關於申請專利範圍第6項之網路用的遊戲系統,係於 第5項所記載之網路用的遊戲系統中,具備以下功能。 ~ (1 1 )組群規定功能,係使第1控制部辨識用以將複數物 - 件設爲相同組群來規定的組群號碼。 φ 在此網路用的遊戲系統,於組群規定功能中,用以將 複數物件設爲相同組群來規定的組群號碼,係被第1控制 部辨識。然後,於排列規定功能中,將位址號碼與組群號 碼設爲要素號碼,且將要素號碼所對應之管理中的投手角 色(不能參加新的比賽事件之投手角色)之識別號碼設爲 要素的排列係藉由第2控制部規定。 例如,在藉由使用本網路用的遊戲系統來執行棒球遊 . 戲時,用以規定複數投手角色所屬之球隊的組群號碼,係 被第1控制部辨識。然後,將投手角色的位址號碼與球隊 的組群號碼設爲要素號碼,且將要素號碼所對應之不能參 加新的比賽事件之投手角色之識別號碼設爲要素的排列, 係藉由第2控制部規定。 如此,在關於申請專利範圍第6項之網路用的遊戲系 統,不能參加新的比賽事件之投手角色的識別號碼成爲要 素之排列的要素號碼,係由投手角色的位址號碼與球隊的 組群號碼所構成。 -18- 201008613 藉此,可依每一球隊來管理不能參加新的比賽事件之 投手角色。爲此,玩家即使選擇各式各樣之球隊來進行對 戰遊戲,在再次選擇相同球隊時,上次在伺服器開始管理 之投手角色(不能參加新的比賽事件之投手角色)係能以 於本次比賽中無法使用之方式來規制。 如將上述內容以一般表現方式來表現的話,在關於申 •請專利範圍第6項之網路用的遊戲系統,於經由網路而在 β 複數客戶端之間執行之網路用的對戰遊戲中,可依每一組 群於伺服器中管理會影響比賽勝敗之物件。藉此,玩家即 使選擇各種組群之物件來進行對戰遊戲,在再次選擇相同 組群時,上次在伺服器開始管理之物件係能以於本次比賽 中無法使用之方式來規制。 申請專利範圍第7項之遊戲程式,係可執行於伺服器 用的電腦與經由網路而連接於伺服器用的電腦之客戶端用 的電腦中執行之網路用對戰遊戲的網路用的遊戲程式。 Θ 在此遊戲程式,係具備:對戰通知功能,係使客戶端 的第1控制部執行將對戰遊戲之執行通知伺服器的處理; 對戰認證功能,係使伺服器的第2控制部執行用以認證客 戶端之對戰遊戲之執行的處理;比賽執行功能,係在對戰 遊戲的執行被伺服器認證時,使第1控制部執行對戰遊戲 的比賽事件;物件選擇功能,係使第1控制部執行依據來 自輸入部的輸入訊號,從複數物件中選擇參加對戰遊戲的 比賽事件之至少1個物件的處理;動作頻度計算功能,係 使第1控制部計算出參加對戰遊戲的比賽事件之至少1個 -19- 201008613 物件的動作頻度;物件選出功能,係在比賽事件的結束時 ,使第1控制部執行依據前述至少1個物件的動作頻度, 從前述至少1個物件中選出任1個物件的處理;物件通知 功能,係使第1控制部執行將任1個物件通知伺服器的處 理;物件管理功能,係使第2控制部執行將從客戶端通知 伺服器之任1個物件設爲不能參加對戰遊戲之新的比賽事 ' 件之物件來管理的處理;及管理物件通知功能,係在對戰 - 遊戲之新的比賽事件藉由第1控制部執行時,使第2控制 參 部執行將在伺服器之管理中之物件通知客戶端的處理。 在此遊戲程式的物件選擇功能,依據來自輸入部的輸 入訊號,從除了被通知之管理中的物件之外的複數物件中 ,選擇參加新的比賽事件之至少1個物件的處理,係進而 藉由第1控制部執行。 申請專利範圍第8項之遊戲裝置,係可執行於伺服器 用的電腦與經由網路而連接於伺服器用的電腦之客戶端用 -201008613 VI. Description of the Invention: [Technical Field] The present invention relates to a game system for a network, and more particularly to a client computer capable of being used for a server and a client connected to a server via a network. The game system used in the network for playing the game in the computer. Further, the present invention relates to a game program executed in a game system for a network, a game device for a network constituting a game system for a network, and a game control method used in a game system for a network. [Prior Art] There have always been various battle games. In such a competition game, there are games that are executed by one game device, games that are executed by a plurality of game devices via the network, and the like. - In the latter game, that is, in online games, a player and other players play their own game devices connected to the server computer via the network, so that a player can perform a match game with other players. . As one of the competition games for the network that can be executed in this way, for example, a baseball game is known (see Non-Patent Document 1). A baseball game for the Internet is, for example, a game in which a player operates a player character of his own team and competes with the opponent team commanded by the player. [Non-Patent Document 1] Professional Baseball Soul 4, Japan Konami Digital Entertainment, PS3 Edition, April 1, 2007, 201008613 [Summary of the Invention] [The problem to be solved by the invention] In such a baseball game via the Internet, it can be seen Players who command the A team use the higher-capacity player character in the game, so that the player-directed team (A team) can win the situation of the other player-directed team (B team) - 〇 - in particular, The pitcher character is a character that has a greater influence on the success or failure of the game. @ Therefore, the player who commands the A team often uses a higher-powered pitcher character (for example, the ace's pitcher character). For this reason, when other players play against the players who command the A team, the pitcher role of the A team is often the same as the pitcher role, and other players will have less interesting dissatisfaction. Such dissatisfaction Of course, the player who directs the A team will also play against other players. Whether or not to use the same pitcher role is often entrusted to the ethical concept of the game player. For this reason, there is an unfair feeling between players with ethical ideas and players who lack ethics. This sense of injustice will become a player's dissatisfaction. In addition, in real-life baseball, it is impossible to have such a situation in which the same pitcher is constantly on the board. Even in the point of realism, there is no way to fully reflect the reality of baseball in the game. In order to solve the above-mentioned lack of sense of unfairness and realism, it is conceivable to control the situation of the game as described below. For example, first, the rim information and the pitch number data of all the pitcher characters of all the games are memorized in the server. Then, based on the rim information and the number of pitching data of all the pitchers, the command is allowed to be boarded by each of the pitchers in the -6 - 201008613 by the same boarding interval as the real world pitchers. In this way, the same pitcher role cannot be reused, and the aforementioned problems can be avoided. In such a system, although there is no problem in limiting the number of players, as the number of players increases, the rim data and the number of pitching data of all the pitchers stored in the server will increase, so it will be required to correspond. The memory capacity of the server that handles the increase in data. ‘In particular, in a baseball game for the Internet, a player who has the meaning of participating in this baseball game does not need much time and steps, and can easily participate in the game. For this reason, in a baseball game for the Internet, the number of participating players may increase sharply at some time. In order to achieve the corresponding situation in this situation, a server with an expanded memory capacity must be prepared. However, in order to determine such a special situation, when a server having an expanded memory capacity is prepared, there is a problem that the effect is low in terms of cost and effect. In addition, when the data of the participating players is to be processed in the previous memory capacity, even if it is a server, there will be a problem - there will be a great burden. The present invention has been made in view of the foregoing problems, and an object of the present invention is to provide a system for enabling a player to continuously use the same object in a game for a network executed between a plurality of clients via a network. Further, another object of the present invention is to provide a system for reducing the memory capacity of a server in a game for a network executed between a plurality of clients via a network. Specifically, the object of the present invention is to compete in a game for the Internet, so that the player cannot continuously use objects that would affect the victory or defeat of the game. More specifically, the object of the present invention is to depress the memory capacity of the server and to prevent the player from continuously using objects that would affect the outcome of the game. 201008613 [Means for Solving the Problem] The game system for the network of the first application of the patent scope is executable for a server computer and a client for connecting to a server via a network. A network game system used in a network for playing games in a computer. The game system used in this network has the following functions. (1) The match notification function causes the first control unit of the client to execute a process of notifying the server of the execution of the game. The β (2 ) competition authentication function causes the second control unit of the server to execute processing for authenticating the execution of the competition game of the client. (3) The game execution function causes the first control unit to execute a match event of the competition game when the execution of the competition game is authenticated by the server. (4) The object selection function causes the first control unit to execute processing for selecting at least one object of the competition event of the competition game from the plurality of objects based on the input signal from the input unit. (5) The operation frequency calculation function causes the first control unit to calculate the operation frequency of at least one object participating in the game event for the @战战 game. (6) The object selection function is a process of causing the first control unit to execute one of the at least one object based on the frequency of operation of at least one object at the end of the event. (7) The object notification function causes the first control unit to execute a process of notifying the server of any one of the objects. (8) The object management function is a process in which the second control unit performs an operation of managing an object from the client notification server as an event that cannot participate in the new game -8 - 201008613 event of the competition game. (9) The management object notification function causes the second control unit to execute a process of notifying the client of the management of the server when the new game event of the competition game is executed by the first control unit. In the game system for this network, in the battle notification function, the processing of the game of the game of the match * is executed by the first control unit of the client. The processing of the execution of the competition game 用以 for authenticating the client in the competition authentication function is executed by the second control unit of the server. In the game execution function, when the execution of the competition game is authenticated by the server, the game event of the competition game is executed by the first control unit. In the object selection function, the processing of selecting at least one object of the competition event of the competition game from the plurality of objects based on the input signal from the input unit is executed by the first control unit. In the action frequency calculation function, the frequency of operation of at least one object of the game event participating in the competition game is calculated by the first control unit. In the object selection function, at the end of the game event, the process of selecting one of the at least one object based on the frequency of operation of at least one object is performed by the first control unit. In the object notification function, the processing of notifying any one of the objects to the server is performed by the first control unit. In the object management function, the processing of managing any one of the objects of the client notification server as an object that cannot participate in the new game event of the competition game is executed by the second control unit. In the management object notification function, when the new game event of the competition game is executed by the first control unit, the processing of the object in the management of the server is notified to the client, and is executed by the control unit of the second -9-201008613. . In this way, when the object in the management of the server notifies the client from the server, in the object selection function, depending on the input signal from the input unit, the object is selected from the plurality of objects other than the object being notified. The processing of at least one object of the new game event is further performed by the first control unit. For example, when a baseball game is played by using the game system for the network, first, the execution of the baseball game is notified to the server, and the first control unit of the client is executed. Then, the server authenticates the execution of the baseball game by the second control unit of the server. Then, when the execution of the baseball game is authenticated by the server, the game event of the baseball game is executed by the first control unit. Next, the process of selecting the player character of the game event of the baseball game from the plurality of player characters in accordance with the input signal from the controller is executed by the first control unit. Specifically, the process of selecting the @ pitcher character of the game event of the baseball game from the plurality of pitchers based on the input signal from the controller is executed by the first control unit. Hereinafter, the case where the player character is the pitcher character will be described as an example. Next, the number of pitches (action frequency) of the pitcher character of the game event of the baseball game is calculated by the first control unit. Then, at the end of the game event, according to the number of pitches of the plurality of pitchers in the game event of the baseball game, the selection of one of the plurality of pitchers from the plurality of pitchers in the game event of the baseball game is borrowed. It is executed by the first control unit. Then, the -10-201008613 processing of the pitcher notification server selected here is executed by the first control unit. Next, the process of managing the pitcher character of the client notification server from the pitcher role of the new game event that cannot participate in the baseball game is executed by the second control unit. Then, when the new game event of the baseball game is executed by the first control unit, the process of notifying the client of the pitcher in the management of the server is executed by the second control unit. 'Therefore, when the pitcher role in the management of the server notifies the beta client from the server, depending on the input signal from the controller, the player chooses to participate in the new role from the pitcher role other than the pitcher role in the notified management. The processing of at least one of the pitcher characters of the game event is performed by the first control unit. At this time, at the end of the game event, depending on the number of pitches of the plurality of pitchers in the game event of the baseball game, one of the plurality of pitcher characters from the game event of the baseball game is tied to the client-side Was selected. Then, the selected pitcher character will notify the server that the pitcher character is managed in the server as a pitcher role for a new game event that cannot participate in the baseball game. Then, when the new match event of the baseball game is executed in the client, the pitcher role in the management of the server (i.e., the pitcher role that cannot participate in the new match event) will notify the client. In this way, in the game system for the network of the first application patent range, for example, when the pitcher character with higher ability is boarded in the event of the game, the pitcher with higher ability is selected on the client side according to the number of pitches of the pitcher character. Role, this pitcher role can be notified to the server. Then, by using this pitcher -11 - 201008613 color as a pitcher who can't participate in the new game event, it can be managed in the server, which can regulate the new match event that the pitcher can't board on the client side. In this way, in a baseball game for the Internet, it is possible to regulate the use of the pitcher character in the next game when the player has a higher ability to board the game. In addition, in the game system for the network of the first application patent range - because the higher-capacity pitcher role is managed in the server, the client is only based on the number of pitches of each pitcher character. Select the player with a higher ability to vote for @手. In detail, the client system must select the pitcher's character's role in each game based on the pitch of each pitcher. However, after performing this processing, if the pitcher character with a higher ability is notified to the server, it is not necessary to memorize the player character having a higher ability to memorize the memory unit for each game. For this reason, the memory capacity required by the client side can be reduced. Furthermore, this effect is greater as the number of games played by the client is larger. Further, in the game system for the network of the first application of the patent scope, in the server, only the pitcher character with higher ability can be managed, so that @the number of players participating in the game is increased, and It is necessary to increase the memory capacity of the server in particular. That is, the memory capacity of the server can be lowered. If the above content is expressed in a general manner, the game system for the network of the first application of the patent scope can be used in a game for the network that is executed between the plurality of clients via the network. It is regulated in such a way that players cannot continuously use objects that affect the outcome of the game. As a result, it is possible to avoid the use of unreasonable objects caused by a part of the players in the previous online game (for example, to make the ace-level pitcher character continue to board the board frequently -12-201008613), and because Players who play baseball closer to reality can use a more realistic game. Further, in a competition game for a network that is executed between a plurality of clients via a network, the memory capacity of the client can be reduced. Furthermore, the memory capacity of the server can be reduced at the same time. ~ The game system for the network of the second application of the patent scope is the operating frequency of the at least one object at the end of the game event in the game system for the network described in the first item. The process of searching for the maximum operating frequency is performed by the first control unit. Then, the process of selecting the object that operates at the maximum operating frequency is performed by the first control unit. These processes are performed in the object selection function. For example, when a baseball game is executed by using a game system for the network, the process of retrieving the maximum number of pitches from the pitch number (action frequency) of the pitcher character at the end of the game event is performed by the first The control department is responsible for the operation. Then, the process of selecting the pitcher character who casts the maximum number of pitches is executed by the first control unit. Thus, in the game system for the network of the second application patent range, for example, when the pitcher character with higher ability is boarded in the event of the game, the pitcher character with the highest number of pitches is selected as the most capable pitcher role. In this way, in a baseball game for the Internet, it is possible to regulate the player who has the highest number of pitchers in the next game when boarding the player with a higher ability. If the above content is expressed in a general manner, in the game system for the network of the second application patent scope, the game for the network executed between the plurality of clients via the network - 13 - 201008613 In the play, it can be regulated in such a way that the player cannot continuously use the object with the most frequent action. The game system for the network of claim 3, wherein the game system for the network described in the first item is retrieved from the operating frequency of the at least one object at the end of the event. The processing of the frequency of operation above the threshold is performed by the first control unit. Then, the processing of selecting an object that operates at a frequency greater than - is limited by the first control unit. These processes are performed in the item selection function. @ For example, when a baseball game is executed by using the game system for the network, at the end of the game event, the process of counting the number of pitches of the predetermined number or more from the pitch number (action frequency) of the pitcher character is retrieved. It is executed by the first control unit. Then, the process of selecting the pitcher character for which the number of pitches equal to or greater than the predetermined number of shots is selected is executed by the first control unit. Thus, in the game system for the network of the third application patent scope, for example, when the pitcher character with higher ability is boarded in the event of the game, the number of pitchers is more than a predetermined number of pitcher roles as a higher-capacity pitcher role. @ and was selected. In this way, in a baseball game for the Internet, it is possible to regulate the use of a pitcher with a higher number of pitchers in the next game when the player has a higher ability to board the game. In the game system for the network of the third application of the patent application, the game system for the network executed between the plurality of clients via the network can be used in the game of the game. It is regulated by the fact that the player cannot continuously use objects with more frequent movements. The game system for the Internet for applying for the patent scope item 4 is in any of items 1 to 3 of -14 to 201008613, and will not be able to participate in the event of the event from the client to notify the server. 2 Control unit execution. For example, when using this game, the client will be notified from the client that there is no inability to participate in the game event than @, which is performed by the second control unit, in regard to the application for specialization, for example, in a higher ability. According to the number of pitches of the pitcher's character, in the color, the pitcher's role can be notified as not being able to participate in the new game, and the pitcher can not be regulated. Therefore, when the network uses the beta pitcher role to board, it cannot be regulated by the role of the character. For example, the above-mentioned content is regulated by the method of the network between the plurality of clients in the general scope of the patent scope, in the manner of the number of matches. In the game system for the network described in i for the network described in the fourth paragraph of the patent application, the processing of any one of the objects is managed by an object of a predetermined number of events, and is a processing system. Executed in the object management function. The game system used in the network to execute the baseball gamer's pitcher role is set to be managed by the pitcher role of the fixed number of events. The game system pitcher role of the fourth item is used in the game event. According to the client side, the pitcher server with higher capability is selected. Then, by using the pitcher role of the pitcher event in the server to be in the new ratio of the baseball game on the client side, the vote can be used continuously in the game with higher ability in the fixed number. In the case of the performance of the game system, in the game system for the use of the game, in the battle game that is used in the road through the Internet, the game system that can be used by the player without continuous use will affect the five items of the game. It is connected to the game system and has the following functions. -15- 201008613 (1 0 ) The predetermined function is arranged such that the second control unit specifies that the address number indicating the address of the object under management is the element number, and is placed at the address indicated by the address number. The identification number of the object in management is set as the arrangement of the elements. In the game system for the network, in the arrangement function, the address number indicating the address of the object under management is set as the element number, and the configuration of the address indicated by the address number is configured. The identification number of the object is set as the arrangement of the elements, and is determined by the second control unit. Then, in the object management function, the processing of the address number of the object under management is incremented at the end of the event, and it is determined whether the changed address number is equal to or less than the fixed number and the changed position. When the address number is equal to or less than the predetermined number, the processing of storing the changed address number and the identification number corresponding to the changed address number in the storage unit of the server is performed by the second control unit. Thereby, the object is managed in the server. For example, when performing a baseball game by using the game system for the network, the address number indicating the address of the managed pitcher character (the pitcher character who cannot participate in the new game event) is set as the element number. The identification number of the pitcher character that cannot be placed in the new game event, which is placed at the address indicated by the address number, is set as the element, and is determined by the second control unit. Then, at the end of the game event, the address of the address of the pitcher who cannot participate in the new event is incremented, and the process of determining whether the changed address number is equal to or less than the fixed number and the address number after the change When the number is less than or equal to the fixed number, the process of storing the changed address number and the identification number corresponding to the changed address number in the memory unit of the server is performed by the control unit of the second -16 - 201008613. In this way, in the game system for the network of the fifth application for the patent application, the identification number of the pitcher character who cannot participate in the new competition event becomes the element number of the arrangement of the elements, and is a pitcher configured to be unable to participate in the new event. The address number of the address of the character's identification number. This definition is made in the server. Thereby, whether or not the pitcher character is managed in the server can be determined based on whether or not the address number changed at the end of the game event is determined to be less than or equal to the predetermined value. Here, the pitcher character is managed in the server every time the address number changed at the end of the game event is less than or equal to the predetermined number. If the above content is expressed in a general manner, the game system for the network of the fifth application patent scope may be used in a game for the network to be executed between the plurality of clients via the network. Objects that will affect the outcome of the game are managed as a pitcher role that cannot be played in accordance with the address number that was changed at the end of the event. As described above, this management sets the ID storage memory for the predetermined number of addresses to be registered, and after the game is over, newly stores the ID of the pitcher character who is currently boarding (or the number of pitching stations is the most). On the other hand, by discharging the oldest ID from the memory, only the ID of the pitcher character that cannot participate is stored in the memory (for example, after boarding, if the game cannot be boarded in three games, the number of the address is set to 3) One can). Therefore, on the server side, since it is determined that the pitcher character stored in the ID of the memory is simply unable to participate, it is extremely easy to manage. In addition, if the number of games that cannot be boarded is, for example, three games, -17-201008613 must have three addresses. At this time, the capacity of the three addresses is 2 bits ("00, 01, 10", 11). That is to say, on the server, as long as there is a 2-bit memory for one team, the necessary information can be ensured, so that the necessary data can be memorized with a small amount of capacity. The game system for the network of claim 6 is the game system for the network described in the fifth item, and has the following functions. ~ (1 1 ) The group defining function is such that the first control unit recognizes the group number specified by setting the plurality of objects to be the same group. φ In the game system for this network, the group number specified by the group group function to set the plurality of objects to the same group is recognized by the first control unit. Then, in the arrangement specifying function, the address number and the group number are set as the element number, and the identification number of the pitcher character (the pitcher character who cannot participate in the new event event) in the management corresponding to the element number is set as the element. The arrangement is determined by the second control unit. For example, when the baseball game is executed by using the game system for the network, the group number for specifying the team to which the plurality of pitchers belong is identified by the first control unit. Then, the address number of the pitcher character and the group number of the team are set as the element number, and the identification number of the pitcher character corresponding to the element number that cannot participate in the new game event is set as the element. 2 Control Department regulations. In this way, in the game system for the network of the sixth application patent range, the identification number of the pitcher character who cannot participate in the new competition event becomes the element number of the arrangement of the elements, and is the address number of the pitcher character and the team's The group number is composed. -18- 201008613 By this, each team can manage the role of the pitcher who cannot participate in the new event. For this reason, even if the player selects a wide variety of teams to play the game, when the same team is selected again, the last time the pitcher character (the pitcher character who cannot participate in the new game event) managed at the server can It can't be used in this competition to regulate. In the game system for the network of the sixth application of the patent application, the game for the network to be executed between the β-multiple clients via the network, as in the case of the general expression. In this case, each group can be managed in the server to affect the winning or losing of the game. In this way, even if the player selects objects of various groups to play the game, when the same group is selected again, the object that was last managed on the server can be regulated in a manner that cannot be used in this competition. The game program of the seventh application of the patent scope is a network for a network game that is executed by a computer for a server and a client for connecting to a server for a server via a network. Game program. Θ In this game program, the game notification function is such that the first control unit of the client executes the process of notifying the server of the execution of the competition game; the competition authentication function causes the second control unit of the server to perform authentication. The execution of the competition game of the client; the game execution function causes the first control unit to execute the game event of the competition game when the execution of the competition game is authenticated by the server; and the object selection function causes the first control unit to execute the basis The input signal from the input unit selects at least one object of the game event participating in the competition game from the plurality of objects; and the action frequency calculation function causes the first control unit to calculate at least one of the game events participating in the competition game - 19-201008613 The action frequency of the object; the object selection function causes the first control unit to execute the process of selecting one of the at least one object based on the operating frequency of the at least one object at the end of the event. The object notification function causes the first control unit to execute the process of notifying the server of any one of the objects; the object management function The second control unit executes a process of managing any one of the objects notified from the client as a new game item that cannot participate in the competition game; and managing the object notification function, which is in the game-game When the new game event is executed by the first control unit, the second control part is caused to execute a process of notifying the client of the object managed by the server. In the object selection function of the game program, according to the input signal from the input unit, the processing of at least one object participating in the new game event is selected from the plurality of objects other than the object in the management being notified, and then borrowed. It is executed by the first control unit. The game device of claim 8 is executable for a server for a server and a client for connecting to a server via a network -

的電腦中執行之網路用對戰遊戲的網路用的遊戲裝置。 P 在此遊戲裝置,係具備:對戰通知手段,係使客戶端 的第1控制部執行將對戰遊戲之執行通知伺服器的處理; 對戰認證手段,係使伺服器的第2控制部執行用以認證客 戶端之對戰遊戲之執行的處理;比賽執行手段,係在對戰 遊戲的執行被伺服器認證時,使第1控制部執行對戰遊戲 的比賽事件;物件選擇手段,係使第1控制部執行依據來 自輸入部的輸入訊號,從複數物件中選擇參加對戰遊戲的 比賽事件之至少1個物件的處理;動作頻度計算手段,係 -20- 201008613 使第1控制部計算出參加對戰遊戲的比賽事件之至少1個 物件的動作頻度:物件選出手段,係在比賽事件的結束時 ,使第1控制部執行依據前述至少1個物件的動作頻度, 從前述至少1個物件中選出任1個物件的處理;物件通知 手段,係使第1控制部執行將任1個物件通知伺服器的處 '理;物件管理手段,係使第2控制部執行將從客戶端通知 _ 伺服器之任1個物件設爲不能參加對戰遊戲之新的比賽事 β 件之物件來管理的處理;及管理物件通知手段,係在對戰 遊戲之新的比賽事件藉由第1控制部執行時,使第2控制 部執行將在伺服器之管理中之物件通知客戶端的處理。 在此遊戲裝置的物件選擇手段,依據來自輸入部的輸 入訊號,從除了被通知之管理中的物件之外的複數物件中 ,選擇參加新的比賽事件之至少1個物件的處理,係進而 藉由第1控制部執行。 - 申請專利範圍第9項之遊戲控制方法,係可藉由各電 Ρ 腦來控制於伺服器用的電腦與經由網路而連接於伺服器用 的電腦之客戶端用的電腦中執行之網路用對戰遊戲的網路 用的遊戲控制方法。 在此遊戲控制方法,係具備:對戰通知步驟,係使客 戶端的第1控制部執行將對戰遊戲之執行通知伺服器的處 理;對戰認證步驟,係使伺服器的第2控制部執行用以認 證客戶端之對戰遊戲之執行的處理;比賽執行步驟,係在 對戰遊戲的執行被伺服器認證時,使第1控制部執行對戰 遊戲的比賽事件;物件選擇步驟,係使第1控制部執行依 -21 - 201008613 據來自輸入部的輸入訊號,從複數物件中選擇參加對戰遊 戲的比賽事件之至少1個物件的處理;動作頻度計算步驟 ,係使第1控制部計算出參加對戰遊戲的比賽事件之至少 1個物件的動作頻度;物件選出步驟,係在比賽事件的結 束時,使第1控制部執行依據前述至少1個物件的動作頻 度,從前述至少1個物件中選出任1個物件的處理;物件 通知步驟,係使第1控制部執行將任1個物件通知伺服器 - 的處理;物件管理步驟,係使第2控制部執行將從客戶端 0 通知伺服器之任1個物件設爲不能參加對戰遊戲之新的比 賽事件之物件來管理的處理;及管理物件通知步驟,係在 對戰遊戲之新的比賽事件藉由第1控制部執行時,使第2 控制部執行將在伺服器之管理中之物件通知客戶端的處理 〇 在此遊戲控制方法的物件選擇步驟,依據來自輸入部 的輸入訊號,從除了被通知之管理中的物件之外的複數物 - 件中,選擇參加新的比賽事件之至少1個物件的處理,係 0 進而藉由第1控制部執行。 〔發明之效果〕 在本發明,於經由網路而在複數客戶端之間執行之網 路用的對戰遊戲中,能以使玩家無法連續使用會影響比賽 勝敗之物件之方式來規制,可實現更反映出現實比賽之寫 實度的遊戲。又,於經由網路而在複數客戶端之間執行之 網路用的對戰遊戲中,可降低客戶端負擔之記憶容量。 -22- 201008613 【實施方式】 〔伺服器的構造及動作,遊戲裝置的構造及動作〕 圖1係揭示關於本發明之遊戲系統之槪略構造的說明 圖。此遊戲系統係包含伺服器1與複數遊戲裝置2(客戶 + 端:2a、2b、…)。在此,揭示各遊戲裝置2是家庭用視 •訊遊戲之狀況的範例。各遊戲裝置2係例如經由各路由器 β 4(4a、4b、.··),連接網際網路等之外部網路3。於外部 網路3係連接伺服器1。 再者,在圖1,揭示各遊戲裝置2a、2b、…經由路由 器4a、4b、…,連接外部網路3之狀況的範例,但是,各 遊戲裝置2a、2b、…不經由路由器4a、4b、…,直接連 接外部網路3亦可。 遊戲裝置2(亦即,家庭用視訊遊戲)係具備家庭用 ' 遊戲機本體及家庭用電視。於家庭用遊戲機本體係可安裝 @ 記錄媒體,從記錄媒體適切讀取出遊戲資料來執行遊戲。 如此被執行之遊戲內容係顯示於家庭用電視。 伺服器1係記憶每一玩家的個人資料,因應來自遊戲 裝置2的要求,將個人資料發送至要求來源的遊戲裝置。 在伺服器1,如圖1所示,實現以下功能。 CPU (第2控制部)101係讀取出儲存於資料積存部 (記憶部)1 03之控制程式,並加以執行。ram 1 〇2係暫 時記憶進行遊戲時玩家個人設定之資料、依據過去戰_績的 資料等’依每一遊戲不同之個人資料。於資料積存部1〇3 -23- 201008613 係例如使用硬碟。於此資料積存部1 03係積存控制程式、 由遊戲裝置2發送來之個人資料等。網路通訊部1〇4係經 由外部網路3,與遊戲裝置2進行資料的傳送接收。 具有前述構造的伺服器1係從各遊戲裝置2接收個人 資料及遊戲資料等。於是,於各遊戲裝置2中執行遊戲時 所需之各種遊戲資料係從伺服器1發送至各遊戲裝置2。 ' 在遊戲裝置2,依據從伺服器1取得之遊戲資料,經 _ 由其他其他遊戲裝置2與外部網路3,執行遊戲。圖2係 ❿ 揭示遊戲裝置2的硬體構造。 C P U (第1控制部)2 0 1係執行記憶於後述之硬碟 203之控制程式。RAM202係暫時記憶各種變數及參數等 。硬碟203係記憶控制程式及各種參數等。網路通訊部 204係經由外部網路3,與伺服器1及其他遊戲裝置2進 行資料的傳送接收。監視器206係顯示遊戲畫像。描繪處 理部205係產生顯示於監視器206之畫像資料。揚聲器 20 8係輸出遊戲執行中及展示畫面顯示中的音效。聲音再 ❹ 生部207係產生用以使揚聲器208發出聲音的音效資料。 外部機器控制部2 1 0係控制後述之輸入操作部(輸入 部)211、操作部讀寫卡機212及啓動按鍵214等之外部 機器。輸入操作部2 1 1係對應由控制搖桿及操作按鍵等所 構成之控制器,受理玩家的指示輸入。讀寫卡機212係對 於被插入之記錄媒體(例如,磁卡)執行資料的讀取.寫 入處理。啓動按鍵214係用以啓動遊戲裝置2的按鍵。該 按鍵係設置爲露出於遊戲裝置本體的外部。藉由該按鍵的 -24- 201008613 按壓,啓動遊戲裝置。 外部輸出入控制部209係產生對於外部機器之控制訊 號。又,接收來自輸入操作部211、讀寫卡機212及啓動 按鍵214等之外部機器的訊號,並送出至CPU201。 如前述構成之遊戲裝置2,係遵從記憶於硬碟203的 控制程式’而如下所述般執行遊戲。在啓動按鍵214藉由 •玩家按下時’遊戲裝置2會啓動。然後,網路用的遊戲於 ® 遊戲裝置2中執行時,遊戲裝置2係經由外部網路3,對 於伺服器1發派連接要求。然後,此連接要求被伺服器1 認證時,儲存於伺服器1的資料積存部105之個人資料會 下載至遊戲裝置2。 又,遊戲裝置2的連接要求被伺服器1認證時,遊戲 裝置2係取得對戰對手的網路位址。亦即,被認證之玩家 希望進行網路對戰時’遊戲裝置2係將自身的網路位址發 ' 送至伺服器丨,並取得對戰對手的網路位址。之後,遊戲 P 裝置2係依據取得之對戰對手的網路位址,開始網路對戰 遊戲的執行。 網路對戰遊戲的執行中係在對戰中之兩台遊戲裝置2 之間進行資料的發送接收。作爲被發送接收之資料的範例 ,係可舉出表示玩家所致之操作指示輸入的輸入資料、用 以輸出畫像及聲音的輸出資料等。 〔遊戲系統之各種處理槪要〕 於本遊戲系統中執行之遊戲係例如棒球遊戲。在本遊 -25- 201008613 戲系統,可於伺服器與經由外部網路而連接於伺服器之遊 戲裝置(客戶端)中執行網路用的棒球遊戲。圖3係用以 說明在本發明發揮主要功用之功能的功能區塊圖。如圖3 所示,下述之功能(手段)係於遊戲裝置2中被實現。 對戰通知手段50,係具備使遊戲裝置2的CPU20 1執 行將棒球遊戲之執行通知伺服器1的處理之功能。在此手 - 段,將棒球遊戲之執行通知伺服器1的處理,係藉由遊戲 - 裝置2的CPU201執行。例如,在此手段,操作某遊戲裝 φ 置2a的玩家爲了經由外部網路3,與操作其他遊戲裝置 2b的玩家執行棒球遊戲,遊戲裝置2a對於伺服器1進行 連接要求係從遊戲裝置2a的CPU201發派。 對戰認證手段51,係具備使伺服器1的CPU 101執行 認證遊戲裝置2之棒球遊戲之執行的處理之功能。在此手 段,認證遊戲裝置2之棒球遊戲之執行的處理,係藉由伺 服器1的CPU101執行。例如,在此手段,對於伺服器1 _ 的連接要求是否是正規的連接要求,係藉由伺服器1的 @ CPU101判斷。然後,藉由伺服器1的CPU101判斷此連 接要求是正規的連接要求時,認證遊戲裝置2之棒球遊戲 之執行的處理,係藉由伺服器1的CPU101執行。 比賽執行手段52,係具備在棒球遊戲的執行被伺服器 1認證時,使遊戲裝置2的CPU2 01執行棒球遊戲的比賽 事件之功能。在此手段,在棒球遊戲的執行被伺服器1認 證時,棒球遊戲的比賽事件係被遊戲裝置2的CPU2 01執 行。例如,在此手段,在棒球遊戲的執行被伺服器1的 -26- 201008613 CPU101認證時,對戰對手的網路位址係被遊戲裝置2的 CPU201辨識。依據該對戰對手的網路位址,對戰對手的 資訊從伺服器1下載至遊戲裝置2,並特定對戰對手。於 是,網路用的棒球遊戲之比賽事件,係藉由遊戲裝置2的 CPU20 1 執行。 投手角色選擇手段53,係具備使遊戲裝置2的 • CPU201執行依據來自控制器211的輸入訊號,從複數投 ® 手角色中選擇登板於棒球遊戲的比賽事件之投手角色的處 理之功能。又,投手角色選擇手段53,係具備進而使遊戲 裝置2的CPU2 01執行依據來自控制器211的輸入訊號, 從除了被通知之管理中的投手角色之外的複數投手角色中 選擇登板於新的比賽事件之投手角色的處理之功能。 在此手段,依據來自控制器211的輸入訊號,從複數 投手角色中選擇登板於棒球遊戲的比賽事件之投手角色的 ' 處理,係藉由遊戲裝置2的CPU201執行。又,在此手段 0 ,依據來自控制器211的輸入訊號,從除了被通知之管理 中的投手角色之外的複數投手角色中選擇登板於新的比賽 事件之投手角色的處理,係進而藉由遊戲裝置 2的 CPU20 1 執行。 例如,在此手段,藉由操作控制器211,從可登板於 比賽事件之複數投手角色的清單中選擇登板於棒球遊戲的 比賽事件之投手角色。於是,被選擇之投手角色的識別號 碼,係被遊戲裝置2的CPU201辨識。此處理係分別對於 1個比賽事件中被選擇之所有投手角色執行。亦即,於1 -27- 201008613 個比賽事件中被選擇之所有投手角色個別的識別號碼’係 被遊戲裝置2的CPU201辨識。 又,在此手段,在新的比賽事件被執行時,從除了被 通知之管理中的投手角色之外的複數投手角色之清單中選 擇登板於新的比賽事件之投手角色。此處理係分別對於新 的比賽事件中被選擇之所有投手角色執行。亦即,於新的 · 比賽事件中被選擇之所有投手角色個別的識別號碼(除了 被通知之管理中的投手角色之識別號碼之外),係被遊戲 @ 裝置2的CPU2 0 1辨識。再者,在此所示之”被通知之管理 中的投手角色”係對應於後述之管理投手角色通知手段中 ,從伺服器1通知至遊戲裝置2的投手角色。 投球數計算手段54,係具備使遊戲裝置2的CPU2 01 計算出登板於棒球遊戲的比賽事件之所有投手角色個別的 投球數之功能。在此手段,登板於棒球遊戲的比賽事件之 所有投手角色個別的投球數,係藉由遊戲裝置 2的 CPU201計算。例如,在此手段,登板於1個比賽事件之 ❿ 所有投手角色個別的投球數,係藉由遊戲裝置 2的 CPU201計算。然後,各投手角色的識別號碼與各投手角 色的投球數,係被遊戲裝置2的CPU201辨識。 投手角色選出手段55,係具備在比賽事件的結束時, 使遊戲裝置2的CPU201執行依據登板之所有的投手角色 之投球數,從登板之所有投手角色中選出任一個投手角色 的處理之功能。 在此手段’在比賽事件的結束時,依據登板之所有的 -28- 201008613 投手角色之投球數,從登板之所有投手角色中選出任一個 投手角色的處理,係藉由遊戲裝置2的CPU201執行。例 如,在此手段,在比賽事件的結束時,檢索出登板之所有 投手角色個別的投球數中最大者的處理,係藉由遊戲裝置 2的CPU201執行。然後,藉由遊戲裝置2的CPU201檢 '索出之最大投球數所對應之投手角色的識別號碼,係被遊 戲裝置2的CPU2 01辨識。如此一來,選出進行最多投球 Θ 之投手角色的處理,係藉由遊戲裝置2的CPU201執行。 組群規定手段56,係具備遊戲裝置2的CPU201辨識 用以將複數投手角色設爲相同球隊來規定的球隊號碼之功 會巨。 在此手段,用以將複數投手角色設爲相同球隊來規定 的球隊號碼,係被遊戲裝置2的CPU201辨識。例如,在 此手段,用以表示某球隊之所有投手角色是相同球隊之投 ' 手角色的球隊號碼,係被遊戲裝置2的CPU201辨識。再 Θ 者,此球隊號碼係於遊戲程式中被預先規定,對毎一球隊 分派不同號碼。 投手角色通知手段 57,係具備使遊戲裝置2的 CPU201執行將進行最多投球之投手角色通知伺服器1的 處理之功能。在此手段,將進行最多投球之投手角色通知 伺服器1的處理,係藉由遊戲裝置2的CPU201執行。例 如,在此手段,用以將進行最多投球之投手角色的識別號 碼通知伺服器1的識別號碼通知命令,係從遊戲裝置2的 CPU201發派。於是,進行最多投球之投手角色的識別號 -29- 201008613 碼係經由外部網路3,從遊戲裝置2發送至伺服器1。 再者’進行最多投球之投手角色的識別號碼被通知伺 服器1時’用以將表示此投手角色所屬之球隊的球隊號碼 通知伺服器1的球隊號碼通知命令,係從遊戲裝置2的 CPU201發派。於是,進行最多投球之投手角色的球隊號 碼係經由外部網路3,從遊戲裝置2發送至伺服器1。 · 排列規定手段58,係具備使伺服器1的CPU101規定 — 將表示管理中的投手角色之位址的位址號碼設爲要素號碼 @ ,且將配置於位址號碼所示之位址之管理中的投手角色之 識別號碼設爲要素的排列之功能。如詳細說明,排列規定 手段58,係具備使伺服器1的CPU1 01規定將位址號碼與 組群號碼設爲要素號碼,且將要素號碼所對應之管理中的 投手角色之識別號碼設爲要素的排列之功能。 在此手段,將位址號碼與組群號碼設爲要素號碼,且 將要素號碼所對應之管理中的投手角色之識別號碼設爲要 - 素的排列,係藉由伺服器1的CPU101設定。例如,在此 手段,將位址號碼標示爲「AD」,將組群號碼標示爲^ GP」,將投手角色的識別號碼標示爲「ID」時,用以管理 投手角色的排列Η係可記載爲「H ( AD,GP ) = ID」。 在此,此種排列Η係藉由伺服器1的CPU101界定。再者 ,在此,於位址號碼的初始値係分配「〇( zero )」。又 ,在此使用之組群號碼係用以將相同球隊的複數投手角色 設爲相同組群來規定的號碼。 投手角色管理手段59,係具備使伺服器1的CPU101 -30- 201008613 執行將從遊戲裝置?通知伺服器1之投手角色設爲不能登 板於棒球遊戲之新的比賽事件之投手角色來管理的處理之 功能。 在此手段,將從遊戲裝置2通知伺服器1之投手角色 設爲不能登板於棒球遊戲之新的比賽事件之投手角色來管 1 理的處理,係藉由伺服器1的CPU101執行。 ’例如,在此手段,將從遊戲裝置2通知伺服器1之任 β 一投手角色設爲於所定數的比賽事件之間不能登板於比賽 事件之投手角色來管理的處理,係藉由伺服器 1的 C P U 1 0 1 執行。 具體來說,在此手段,每於比賽事件的結束時,使管 理中的投手角色之位址號碼AD遞增(increment )的處理 ,係藉由伺服器1的CPU101執行。於是,用以管理投手 角色的排列Η係被變更爲「H ( AD ( = AD + 1 ) ,GP )= - ID」。於是,變更後的位址號碼AD ( = AD+1)是否是 0 所定數以下,例如3以下(AD ( = AD + 1 ) S 3 )係藉由 伺服器1的CPU101判斷。然後,在變更後的位址號碼 AD ( = AD + 1 )是3以下時,由變更後的位址號碼AD ( =AD + 1 )及變更後的位址號碼AD ( = AD + 1 )所對應之 投手角色的識別號碼ID所構成之排列H ( H ( AD + 1,GP )=ID )係被儲存於伺服器1的資料積存部1 〇3。如此一 來,於伺服器1中管理投手角色。 管理投手角色通知手段60,係具備在棒球遊戲之新的 比賽事件藉由遊戲裝置2的CPU201執行時,使伺服器1 -31 - 201008613 的CPUl 01執行將伺服器1之管理中的投手角色通知遊戲 裝置2的處理之功能。在此手段,在棒球遊戲之新的比賽 事件藉由遊戲裝置2的CPU201執行時,將伺服器1之管 理中的投手角色通知遊戲裝置2的處理,係藉由伺服器1 的CPU1 01執行。例如,在此手段,在棒球遊戲之新的比 賽事件藉由遊戲裝置2的CPU201執行時,用以將伺服器 - 1之管理中的投手角色之識別號碼ID通知遊戲裝置2的 . 管理號碼通知命令,係從伺服器1的CPU101發派。於是 @ ,伺服器1之管理中的投手角色之識別號碼ID係經由外 部網路3,從伺服器1發送至遊戲裝置2。 〔網路用的棒球遊戲之投手輪値系統的槪要〕 接著,針對棒球遊戲之輪値系統的具體內容加以說明 。又,亦針對圖6至圖8所示之流程同時加以說明。 首先,開啓遊戲機的電源而啓動遊戲機時,棒球遊戲 _The game device used in the network for the game in the computer. In the game device, the game notification means includes the first control unit of the client executing a process of notifying the server of the execution of the competition game, and the competition authentication means causing the second control unit of the server to perform the authentication. The processing of the execution of the competition game of the client; the game execution means, when the execution of the competition game is authenticated by the server, causes the first control unit to execute the game event of the competition game; and the object selection means causes the first control unit to execute the basis The input signal from the input unit selects at least one object of the game event participating in the competition game from the plurality of objects; the action frequency calculation means, -20-201008613 causes the first control unit to calculate the event event of the competition game The operation frequency of the at least one object: the object selection means causes the first control unit to execute the processing of selecting one of the at least one object based on the operating frequency of the at least one object at the end of the event. The object notification means causes the first control unit to execute the notification of the notification of any one of the objects; the object management means The second control unit executes a process of notifying that the object of the server is notified that the object of the server is a new game item that cannot participate in the competition game; and that the management object notification means is in the game of the match. When the new game event is executed by the first control unit, the second control unit executes a process of notifying the client of the object managed by the server. The object selection means of the game device selects, according to the input signal from the input unit, the processing of at least one object participating in the new game event from the plurality of objects other than the object in the management being notified, and then borrows It is executed by the first control unit. - The game control method of claim 9 of the patent scope is a network that can be controlled by a computer for controlling a computer for a server and a client for connecting to a server for a server via a network. A game control method for the network of the road game. The game control method includes a battle notification step of causing the first control unit of the client to execute a process of notifying the server of the execution of the competition game, and the competition authentication step of causing the second control unit of the server to perform authentication. The process of executing the competition game of the client; the game execution step is to cause the first control unit to execute the game event of the competition game when the execution of the competition game is authenticated by the server; and the object selection step causes the first control unit to execute the game -21 - 201008613 According to the input signal from the input unit, the processing of at least one object of the game event participating in the competition game is selected from the plurality of objects; the action frequency calculation step causes the first control unit to calculate the event event of participating in the competition game The action frequency of at least one object; the object selection step causes the first control unit to execute one of the at least one object based on the operating frequency of the at least one object at the end of the game event. Processing; object notification step, causing the first control unit to perform processing for notifying the server of any one object; object management The second control unit executes a process of managing that any one of the objects of the server is notified that the client 0 is not able to participate in the new game event of the competition game; and the management object notification step is the game of the match. When the new game event is executed by the first control unit, the second control unit executes the process of notifying the client of the object in the management of the server to the object selection step of the game control method, based on the input from the input unit. The signal is selected from the plurality of objects other than the items in the management to be notified, and the process of selecting at least one object to participate in the new game event is executed by the first control unit. [Effects of the Invention] In the present invention, in a competition game for a network executed between a plurality of clients via a network, it is possible to regulate a player in such a manner that the player cannot continuously use an object that affects the victory or defeat of the game. It also reflects the game that shows the realism of the game. Further, in a competition game for a network that is executed between a plurality of clients via a network, the memory capacity of the client can be reduced. -22-201008613 [Embodiment] [Structure and Operation of Server, Structure and Operation of Game Device] Fig. 1 is an explanatory view showing a schematic structure of a game system according to the present invention. This game system includes a server 1 and a plurality of game devices 2 (client + terminal: 2a, 2b, ...). Here, an example in which each game device 2 is a situation of a home video game is disclosed. Each of the game devices 2 is connected to the external network 3 such as the Internet via, for example, each router β 4 (4a, 4b, . . . ). The server 1 is connected to the external network 3. Further, FIG. 1 shows an example in which the game devices 2a, 2b, ... are connected to the external network 3 via the routers 4a, 4b, ..., but the game devices 2a, 2b, ... do not pass through the routers 4a, 4b. ,..., directly connected to the external network 3 is also possible. The game device 2 (that is, the home video game) is provided with a home game machine body and a home TV. For home game consoles, this system can be installed with @recording media, and the game data can be read from the recording media to execute the game. The game content thus executed is displayed on the home TV. The server 1 memorizes the personal data of each player, and transmits the personal data to the game device of the request source in response to the request from the game device 2. In the server 1, as shown in FIG. 1, the following functions are implemented. The CPU (second control unit) 101 reads and executes the control program stored in the data storage unit (memory unit) 103. The ram 1 〇2 system temporarily stores the personal information set by the player at the time of the game, the data based on the past battle performance, etc. For example, the data storage unit 1 〇 3 -23- 201008613 is a hard disk. The data storage unit 103 stores a control program, personal data transmitted from the game device 2, and the like. The network communication unit 1〇4 transmits and receives data to and from the game device 2 via the external network 3. The server 1 having the above configuration receives personal data, game material, and the like from each of the game devices 2. Thus, various game data required for executing the game in each game device 2 is transmitted from the server 1 to each of the game devices 2. In the game device 2, the game is executed by the other game device 2 and the external network 3 based on the game data acquired from the server 1. Figure 2 is a diagram showing the hardware configuration of the game device 2. C P U (first control unit) 2 0 1 executes a control program stored in the hard disk 203 which will be described later. The RAM 202 temporarily stores various variables, parameters, and the like. The hard disk 203 is a memory control program and various parameters. The network communication unit 204 transmits and receives data to and from the server 1 and other game devices 2 via the external network 3. The monitor 206 displays a game portrait. The drawing processing unit 205 generates image data displayed on the monitor 206. Speakers 20 8 outputs the sound effects during game execution and display display. The sound reproduction unit 207 generates sound effect data for causing the speaker 208 to emit sound. The external device control unit 2 1 0 controls an external device such as an input operation unit (input unit) 211, an operation unit card reader 212, and a start button 214 which will be described later. The input operation unit 2 1 1 corresponds to a controller including a control stick and an operation button, and receives an instruction input from the player. The card reader 212 performs reading and writing processing of data on an inserted recording medium (e.g., a magnetic card). The start button 214 is used to activate the keys of the game device 2. The button is arranged to be exposed to the outside of the game device body. The game device is activated by pressing -24-201008613 of the button. The external input/output control unit 209 generates a control signal for an external device. Further, a signal from an external device such as the input operation unit 211, the card reader 212, and the activation button 214 is received and sent to the CPU 201. The game device 2 configured as described above executes the game as follows, following the control program stored in the hard disk 203. When the start button 214 is pressed by the player, the game device 2 is activated. Then, when the game for the network is executed in the game device 2, the game device 2 transmits a connection request to the server 1 via the external network 3. Then, when the connection request is authenticated by the server 1, the personal data stored in the data storage unit 105 of the server 1 is downloaded to the game device 2. Further, when the connection request of the game device 2 is authenticated by the server 1, the game device 2 acquires the network address of the opponent. That is, the authenticated player wishes to make a network match when the game device 2 sends its own network address to the server and obtains the network address of the opponent. Thereafter, the game P device 2 starts the execution of the network battle game based on the obtained network address of the opponent. In the execution of the online game, the data is transmitted and received between the two game devices 2 in the battle. Examples of the data to be transmitted and received include input data indicating an operation instruction input by a player, output data for outputting an image and sound, and the like. [Various Processing of Game Systems] The games executed in the game system are, for example, baseball games. In this game, the game system can be used to execute a baseball game for the network in a game device (client) connected to the server via an external network. Fig. 3 is a functional block diagram for explaining the functions of the main functions of the present invention. As shown in FIG. 3, the following functions (means) are implemented in the game device 2. The competition notification means 50 is provided with a function of causing the CPU 20 1 of the game device 2 to execute the process of notifying the execution of the baseball game to the server 1. In this hand segment, the processing of notifying the execution of the baseball game to the server 1 is performed by the CPU 201 of the game-device 2. For example, in this means, the player who operates the game device φ 2a performs a baseball game with the player who operates the other game device 2b via the external network 3, and the game device 2a makes a connection request to the server 1 from the game device 2a. The CPU 201 dispatches. The competition authentication means 51 is provided with a function of causing the CPU 101 of the server 1 to execute the process of authenticating the execution of the baseball game of the game device 2. In this case, the processing of the execution of the baseball game of the authentication game device 2 is executed by the CPU 101 of the servo device 1. For example, in this means, whether the connection request of the server 1_ is a normal connection request is determined by the @CPU101 of the server 1. Then, when the CPU 101 of the server 1 determines that the connection request is a normal connection request, the process of authenticating the baseball game of the game device 2 is executed by the CPU 101 of the server 1. The game execution means 52 has a function of causing the CPU 012 of the game device 2 to execute a game event of the baseball game when the execution of the baseball game is authenticated by the server 1. In this means, when the execution of the baseball game is authenticated by the server 1, the game event of the baseball game is executed by the CPU 203 of the game device 2. For example, in this means, when the execution of the baseball game is authenticated by the CPU -26-201008613 CPU 101 of the server 1, the network address of the opponent is recognized by the CPU 201 of the game device 2. Based on the network address of the opponent, the information of the opponent is downloaded from the server 1 to the game device 2, and the opponent is targeted. Therefore, the game event of the baseball game for the network is executed by the CPU 20 1 of the game device 2. The pitcher character selection means 53 is provided with a function of causing the CPU 201 of the game device 2 to execute a process of selecting a pitcher character of a game event in which a baseball game is selected from a plurality of candidates based on an input signal from the controller 211. Further, the pitcher character selecting means 53 further includes the CPU 012 of the game device 2 executing the input signal from the controller 211, and selecting the boarding player from the plurality of pitcher characters other than the pitcher character in the notified management. The function of the pitcher role of the game event. In this means, the processing of selecting the pitcher character of the game event of the baseball game from the plurality of pitcher characters in accordance with the input signal from the controller 211 is executed by the CPU 201 of the game device 2. Moreover, in this means 0, according to the input signal from the controller 211, the process of selecting the pitcher character to board the new game event from the plurality of pitcher characters other than the pitcher role in the notified management is further The CPU 20 1 of the game device 2 executes. For example, in this means, by operating the controller 211, the pitcher character of the game event of the baseball game is selected from the list of the plurality of pitcher characters that can be boarded in the event. Thus, the identification number of the selected pitcher character is recognized by the CPU 201 of the game device 2. This process is performed for all of the pitcher roles selected for one match event. That is, the individual identification numbers of all the pitcher characters selected in the 1-27-201008613 event events are recognized by the CPU 201 of the game device 2. Further, in this means, when a new match event is executed, the pitcher character who has boarded the new match event is selected from the list of the plurality of pitcher characters other than the pitcher role in the notified management. This process is performed for all of the pitcher roles selected in the new match event. That is, the individual identification numbers of all the pitcher characters selected in the new game event (except for the identification number of the pitcher character in the notified management) are recognized by the CPU 2 0 1 of the game @device 2. Further, the "poster role in the management of notification" shown here corresponds to the pitcher role of the game device 2 from the server 1 in response to the management pitcher notification means described later. The pitch number calculation means 54 has a function of causing the CPU 012 of the game device 2 to calculate the number of individual pitches of all the pitcher characters of the game event that is posted on the baseball game. In this manner, the number of individual pitches of all the pitcher characters of the game event of the baseball game is calculated by the CPU 201 of the game device 2. For example, in this method, the number of individual pitches of all the pitchers in the case of one game event is calculated by the CPU 201 of the game device 2. Then, the identification number of each pitcher character and the number of pitches of each pitcher character are recognized by the CPU 201 of the game device 2. The pitcher character selection means 55 is provided with a function of causing the CPU 201 of the game device 2 to execute the process of selecting one of the pitcher characters from all the pitchers of the boarding board in accordance with the number of pitches of all the pitchers of the boarding game at the end of the game event. In this means, at the end of the game event, according to the number of pitches of all the -28-201008613 pitcher characters of the board, the process of selecting any of the pitcher characters from all the pitchers of the board is performed by the CPU 201 of the game device 2. . For example, in this means, at the end of the match event, the process of retrieving the largest of the individual pitches of all the pitcher characters of the board is performed by the CPU 201 of the game device 2. Then, the CPU 201 of the game device 2 detects the identification number of the pitcher character corresponding to the maximum number of pitches, and is recognized by the CPU 203 of the game device 2. In this way, the process of selecting the pitcher character who performs the most pitching is performed by the CPU 201 of the game device 2. The group specifying means 56 is a function of the CPU 201 having the game device 2 recognizing the team number specified by setting the plurality of pitchers to the same team. In this means, the team number specified by setting the plurality of pitcher characters to the same team is recognized by the CPU 201 of the game device 2. For example, in this means, the team number indicating that all the pitcher characters of a certain team are the same player's caster character is recognized by the CPU 201 of the game device 2. Furthermore, this team number is pre-defined in the game program to assign a different number to a team. The pitcher role notification means 57 is provided with a function of causing the CPU 201 of the game device 2 to execute the process of notifying the pitcher of the maximum number of pitchers to the server 1. In this means, the process of notifying the pitcher role of the maximum pitching server 1 is executed by the CPU 201 of the game device 2. For example, in this means, the identification number notification command for notifying the identification number of the pitcher character who has made the most pitching to the server 1 is dispatched from the CPU 201 of the game device 2. Then, the identification number -29-201008613 of the pitcher character who performs the most pitching is transmitted from the game device 2 to the server 1 via the external network 3. In addition, when the identification number of the pitcher character who has made the most pitching is notified to the server 1, the team number notification command for notifying the server 1 indicating the team number of the team to which the pitcher character belongs is from the game device 2 The CPU201 is dispatched. Thus, the team number that performs the most pitching pitcher character is transmitted from the game device 2 to the server 1 via the external network 3. The arrangement specifying means 58 is configured to cause the CPU 101 of the server 1 to specify that the address number indicating the address of the manager's role in management is the element number @, and the address to be placed in the address indicated by the address number is managed. The identification number of the pitcher character in the middle is set as the function of the arrangement of the elements. As described in detail, the arrangement specifying means 58 is configured to cause the CPU 101 of the server 1 to specify the address number and the group number as the element numbers, and to identify the identification number of the pitcher character in the management corresponding to the element number as the element. The function of the arrangement. In this means, the address number and the group number are set as the element number, and the identification number of the pitcher character in the management corresponding to the element number is set as the prime, and is set by the CPU 101 of the server 1. For example, in this method, the address number is marked as "AD", the group number is marked as "GP", and when the identification number of the pitcher character is marked as "ID", the arrangement for managing the role of the pitcher can be recorded. Is "H ( AD, GP ) = ID". Here, such an arrangement is defined by the CPU 101 of the server 1. Furthermore, here, "〇(zero)" is assigned to the initial system of the address number. Further, the group number used here is a number defined by setting the plural pitcher roles of the same team to the same group. The pitcher role management means 59 is provided with the CPU 101-30-201008613 of the server 1 executed from the game device? The pitcher role of the notification server 1 is set as a processing function that cannot be boarded by the pitcher character of the new game event of the baseball game. In this means, the process of notifying the pitcher character of the server 1 from the game device 2 to the pitcher role of the new game event that cannot be boarded to the baseball game is performed by the CPU 101 of the server 1. For example, in this means, the processing of notifying the beta player's role from the game device 2 that the beta player's role is set to a pitcher role that cannot be boarded to the game event between a certain number of game events is managed by the server. 1 CPU 1 0 1 is executed. Specifically, in this means, the processing of incrementing the address number AD of the pitcher character in management at the end of the game event is executed by the CPU 101 of the server 1. Therefore, the ranking system for managing the pitcher's character is changed to "H ( AD ( = AD + 1 ) , GP ) = - ID". Then, whether or not the changed address number AD (= AD + 1) is equal to or less than 0, for example, 3 or less (AD ( = AD + 1 ) S 3 ) is determined by the CPU 101 of the server 1. Then, when the changed address number AD (= AD + 1 ) is 3 or less, the changed address number AD (=AD + 1 ) and the changed address number AD (= AD + 1 ) The arrangement H ( H ( AD + 1,GP )=ID ) formed by the identification number ID of the corresponding pitcher character is stored in the data storage unit 1 〇 3 of the server 1. In this way, the pitcher role is managed in the server 1. The management pitcher notification means 60 is configured to cause the CPU 101 of the server 1 - 31 - 201008613 to execute the notification of the pitcher role in the management of the server 1 when a new game event of the baseball game is executed by the CPU 201 of the game device 2 The function of the processing of the game device 2. In this means, when a new game event of the baseball game is executed by the CPU 201 of the game device 2, the process of notifying the game player 2 of the pitcher character in the management of the server 1 is executed by the CPU 101 of the server 1. For example, in this means, when a new game event of the baseball game is executed by the CPU 201 of the game device 2, the identification number ID of the pitcher character in the management of the server-1 is notified to the game device 2. The management number notification The command is dispatched from the CPU 101 of the server 1. Then, the identification number ID of the pitcher character in the management of the server 1 is transmitted from the server 1 to the game device 2 via the external network 3. [Summary of the pitcher rim system for baseball games for the Internet] Next, the details of the rim system for baseball games will be described. Further, the flow shown in FIGS. 6 to 8 will be simultaneously described. First, when you turn on the power of the game console and start the game console, the baseball game _

程式係從記錄媒體載入至RAM202,並儲存於RAM202。 G 在此時’執行棒球遊戲上所需之各種基本遊戲資料亦從記 錄媒體載入至RAM202,並儲存於RAM202 ( S1)。 例如’於基本遊戲資料係包含有關於3維遊戲空間用 之各種畫像的資料。然後,關於該3維遊戲空間用各種之 畫像的資料,例如,球場用的畫像資料、選手角色用的畫 像資料及各種物件的畫像資料等,係被CPU201辨識。又 ’於基本遊戲資料係包含有用以將關於3維遊戲空間用之 各種畫像的資料,配置於3維遊戲空間的位置座標資料。 -32- 201008613 又’於基本遊戲資料亦包含有在投手輪値系箱 資料。 接下來,儲存於RAM202之棒球遊戲程5 遊戲資料,藉由CPU201執行(S2)。於是, 啓動畫面(未圖示)係顯示於電視監視器20。 執行棒球遊戲的各種設定畫面(未圖示)係i •視器20。在此’例如,用以選擇於1台遊戲藥 © 棒球遊戲,或經由外部網路3,於兩台遊戲裝 棒球遊戲的選擇畫面(未圖示)係顯示於監· 即,於該選擇畫面中,藉由玩家操作控制器 戶端對戰及網路對戰任一方的對戰形式(S3) <客戶端對戰> 在此,選擇客戶端對戰時(在S3爲No ) 係藉由遊戲裝置2的CPU201執行(S4)。泊 ’首先’玩家操作控制器211,選擇玩家指揖 場於比賽之選手角色。亦即,依據來自控制器 訊號,選擇玩家的指揮球隊及玩家的指揮球_ (S5 )。於是,用以開始包含於比賽事件之要 戰開始命令係從CPU201發派(S6 )。於是, 事件的選手角色係藉由使用選手角色用的畫儒 於監視器206。 於此狀態中,指揮玩家及對手球隊的玩g 211時’來自控制器211的輸入訊號所對應之 芒使用的遊戲 ζ係依據基本 棒球遊戲的 於是,用以 I示於電視監 |置2中執行 置2中執行 i器206。亦 211,選擇客 ,比賽事件 此比賽事件 之球隊及出 21 1的輸入 之選手角色 戰事件的對 出場於對戰 資料而顯示 操作控制器 選手角色的 -33- 201008613 動作係藉由遊戲裝置2的CPU201控制(S7 )。亦即,玩 家藉由操作控制器211,直接控制選手角色的動作。另一 方面,也有依據遊戲用的AI程式(Artificial Intelligence Program),選手角色藉由遊戲裝置2的CPU2 01控制之狀 況。例如,對手球隊的選手角色不是藉由指揮對手球隊的 玩家控制,而是對手球隊的選手角色藉由AI程式自動地 、 控制之狀況即對應此狀況。 - 如此,在本棒球遊戲的比賽事件,因應來自控制器1 7 瘳 的指示及來自 AI程式的指示,執行球隊的選擇、選手角 色的選擇及對於選手角色的命令等。再者,在本棒球遊戲 ,也有因應來自控制器17的指示及來自AI程式的指示, 控制比賽事件本身之狀況。 如上所述,在執行比賽事件時,對戰事件是否已結束 係藉由CPU201判斷(S8 )。例如,局數是否已到達9 ( 局)係藉由CPU201判斷。然後,在藉由CPU201判斷表 示對戰事件已結束之命令已發派時(在S8爲Yes ),則 $ 將由對戰事件之各選手角色的結果及比賽結果等所構成之 遊戲資料儲存於RAM202的處理,係藉由CPU201執行( S9 ) 〇 然後,在遊戲資料被儲存於RAM202時,選擇是否結 束該棒球遊戲的選擇畫面(未圖示),係顯示於監視器 2 06 (S10)。然後,於該選擇畫面中,玩家藉由操作控制 器17,選擇表示棒球遊戲之結束的項目時(在S10爲Yes ),用以結束棒球遊戲的處理,係藉由 CPU201執行( -34- 201008613 S11)。在此,下次,持續棒球遊戲時所需之持續資料等 係儲存RAM202及硬碟203至少任一方,並記錄於被插入 讀寫卡機212的記錄媒體。 另一方面,於該選擇畫面中,玩家藉由操作控制器17 ,選擇表示持續棒球遊戲的項目時(在S9爲No),步驟 _ 5 ( S5 )的處理係藉由CPU201再次執行。 _ 再者,只要表示對戰事件已結束的命令不被發派(在 ® S8爲No),以在選擇畫面選擇之對戰形式(例如,客戶 端對戰形式),對戰事件係藉由CPU201執行(S7)。 <網路對戰> 接著,於步驟3( S3)中選擇網路對戰時(在S3爲 Yes),該玩家(A玩家)爲了經由外部網路3與其他玩 家(B玩家,對戰對手的玩家)執行棒球遊戲,對於伺服 ' 器1的連接要求係從遊戲裝置2a的CPU201發派(S301The program is loaded from the recording medium to the RAM 202 and stored in the RAM 202. The various basic game materials required for executing the baseball game at this time are also loaded from the recording medium to the RAM 202 and stored in the RAM 202 (S1). For example, the "Basic Game Information" contains information on various portraits used in the 3D game space. Then, the information on the various portraits in the three-dimensional game space, for example, the image data for the stadium, the image data for the player character, and the image data of various objects, are recognized by the CPU 201. Further, the basic game data includes positional information that is useful for arranging various types of portraits for the three-dimensional game space in the three-dimensional game space. -32- 201008613 Also, the basic game information also includes information on the pitcher's rim. Next, the baseball game 5 game material stored in the RAM 202 is executed by the CPU 201 (S2). Then, a startup screen (not shown) is displayed on the television monitor 20. Various setting screens (not shown) for executing a baseball game are i. Here, for example, a selection screen (not shown) for selecting a game drug from a baseball game or a two-game baseball game via the external network 3 is displayed on the selection screen. In the game format, the game is played by the player and the game is played against either party (S3) <Client Battle> Here, the client-side match (No at S3) is selected by the game device 2 The CPU 201 executes (S4). The parking player first operates the controller 211 to select the player character to be the player character of the game. That is, according to the controller signal, the player's commanding team and the player's command ball _ (S5) are selected. Thus, the command to start the battle to be included in the match event is dispatched from the CPU 201 (S6). Thus, the player character of the event is played on the monitor 206 by using the painter's character. In this state, when the player and the opponent team play g 211, the game played by the input signal corresponding to the input signal from the controller 211 is based on the basic baseball game, and is used to display the video monitor. The execution unit 2 executes the i unit 206. Also 211, select the guest, the match event, the team of the match event, and the player character action event of the input of 21 1 to display the action controller player character - 33- 201008613 action by the game device 2 The CPU 201 controls (S7). That is, the player directly controls the action of the player character by operating the controller 211. On the other hand, there is also a case in which the player character is controlled by the CPU 203 of the game device 2 in accordance with the AI program (Artificial Intelligence Program) for the game. For example, the player character of the opponent team is not controlled by the player who directs the opponent team, but the situation in which the player character of the opponent team is automatically and controlled by the AI program corresponds to the situation. - In this case, in the game event of the baseball game, in response to an instruction from the controller 1 7 及 and an instruction from the AI program, the selection of the team, the selection of the player character, and the command for the player character are performed. Furthermore, in the present baseball game, the status of the game event itself is controlled in response to an instruction from the controller 17 and an instruction from the AI program. As described above, when the match event is executed, whether or not the match event has ended is judged by the CPU 201 (S8). For example, whether the number of stations has reached 9 (office) is judged by the CPU 201. Then, when it is judged by the CPU 201 that the command indicating that the competition event has ended has been dispatched (Yes in S8), the game data composed of the result of each player character of the match event, the result of the match, and the like is stored in the RAM 202. Then, the CPU 201 executes (S9). Then, when the game material is stored in the RAM 202, the selection screen (not shown) for whether or not to end the baseball game is selected and displayed on the monitor 206 (S10). Then, in the selection screen, when the player selects an item indicating the end of the baseball game by the operation controller 17 (Yes in S10), the processing for ending the baseball game is executed by the CPU 201 (-34- 201008613). S11). Here, next time, the continuation data required for continuing the baseball game or the like is stored in at least one of the RAM 202 and the hard disk 203, and is recorded on the recording medium inserted into the card reader 212. On the other hand, in the selection screen, when the player selects an item indicating that the baseball game is continued by the operation controller 17, (No at S9), the processing of step _5 (S5) is executed again by the CPU 201. _ Furthermore, as long as the command indicating that the match event has ended is not dispatched (No at S8), in the form of the match selected in the selection screen (for example, the client battle form), the match event is executed by the CPU 201 (S7). ). <Network Battle> Next, in step 3 (S3), select the network match time (Yes in S3), the player (A player) in order to communicate with other players via the external network 3 (B player, opponents The player performs a baseball game, and the connection request to the server 1 is dispatched from the CPU 201 of the game device 2a (S301)

® )。以下,作爲A玩家於遊戲裝置2a中指示各種命令,B 玩家於遊戲裝置2b中指示各種命令者來進行說明。 另一方面,在伺服器1,來自客戶端(遊戲裝置2a、 2b )的連接要求是否已到達係經常藉由cpui 01監視( S101)。然後,在來自遊戲裝置2a、2b的連接要求被1 的CPU101辨識時(在S101爲Yes),在接受連接要求的 伺服器1,該連接要求是否是正規的連接要求係藉由伺服 器1的CPU101判斷(S102 )。然後,藉由伺服器1的 CPU101判斷此連接要求是正規的連接要求時(在S1〇2爲 -35- 201008613® ). Hereinafter, as the A player instructs various commands in the game device 2a, the B player instructs the game device 2b to indicate various commanders. On the other hand, in the server 1, whether or not the connection request from the client (game device 2a, 2b) has arrived is often monitored by cpui 01 (S101). Then, when the connection request from the game devices 2a, 2b is recognized by the CPU 101 of 1 (Yes in S101), the server 1 that accepts the connection request determines whether the connection request is a normal connection request by the server 1. The CPU 101 determines (S102). Then, when the CPU 101 of the server 1 judges that the connection request is a normal connection request (in S1〇2, it is -35-201008613).

Yes ),遊戲裝置2a、2b之棒球遊戲之執行’係藉由伺服 器 1 的 CPU101 認證(S103 )。 於是,用以管理不能登板於對戰事件之投手角色(後 述)的排列Η,係藉由伺服器1的CPU101設定(S104 ) 。例如,將表示不能登板於對戰事件之投手角色的位址之 位址號碼及用以將相同球隊的投手角色作爲相同組群來規 ' 定的球隊號碼設爲要素號碼,且將配置於位址號碼所示之 - 位址的不能登板之投手角色的識別號碼(後述)設爲要素 # 的排列Η,係藉由伺服器1的CPU101設定。具體來說’ 將位址號碼標示爲「AD」,將球隊號碼標示爲「GP」, 將投手角色的識別號碼標示爲「ID」時,用以管理不能登 板之投手角色的排列Η係可揭示爲「H ( AD,GP ) = ID 」。亦即,此排列Η係藉由伺服器1的CPU 101界定。再 者,初始狀態的排列Η係成爲「Η ( 0,0 ) = 0」。 在此,用以管理不能登板於對戰事件之投手角色的排 列Η,係分別對於被伺服器1認證之Α玩家及被伺服器1 @ 認證之B玩家來設定。例如,A玩家用的排列Ha係可標 示爲「Ha ( ADa,GPa) = IDa」,B玩家用的排列Hb係 可標示爲「Hb ( ADb,GPb ) = IDb」。 如此,排列Ha、Hb藉由伺服器1的CPU101設定時 ,排列Ha、Hb的位址號碼ADa、ADb是否是1以上3以 下(1 S AD S 3 )係藉由伺服器1的CPU101判斷(S105 ) 〇 然後,在排列Ha、Hb的位址號碼ADa、ADb不是1 -36- 201008613 以上 3 以下時(在 S105 爲 No,( ADa、ADb ) S 0,( ADa、ADb) 24),則不存在有不能登板的投手角色,將 不能登板的投手角色從伺服器1通知各遊戲裝置2a、2b 的處理不會藉由伺服器1的CPU101執行。亦即,發派用 以將不能登板的投手角色之識別號碼ID通知各遊戲裝置 2a、2b之管理號·碼通知命令的處理,於伺服器 1的 • CPU101中不被執行。 © 例如,玩家初次執行網路對戰時即對應此狀況。亦即 ,此時,因爲排列H ( Ha、Hb )係「Η ( 0,0 ) = 0」, 故達成上述條件(AD SO)。又,在不能登板的投手角色 成爲可登板時,即對應此狀況。亦即,此時,因爲排列Η (Ha、Hb )係「H ( AD ( 2 4 ) ,GP ) = ID」,故達成上 述條件(AD 2 4 )。 藉此,在排列Ha、Hb的位址號碼ADa、ADb不是1 - 以上 3 以下時(在 S105 爲 No,(ADa、ADb) $0,( P ADa、ADb ) 2 4 ),則後述之不能登板的投手角色之識別 號碼ID’係不會從伺服器1通知各遊戲裝置2a、2b,僅對 戰對手的網路位址會從伺服器1發送至各遊戲裝置2a、2b (S106)。然後,藉由使各遊戲裝置2a、2b的CPU201 辨識對戰對手的網路位址,可於各遊戲裝置2a、2b中特 定對戰對手(S3 02 )。 再者’前述之步驟105 ( S1 05 )的處理係分別對於A 玩家用的排列Ha之位址號碼ADa及B玩家用的排列Hb 之位址號碼ADb執行。 -37- 201008613 在此,以下所示之於A玩家的遊戲裝置2a中執行之 程式與於B玩家的遊戲裝置2b中執行之程式基本上是相 同者。爲此,A玩家的遊戲裝置2a之遊戲與B玩家的遊 戲裝置2b之遊戲係具有相同控制形態。藉此,以下,省 略針對B玩家的遊戲裝置2b中執行之處理的詳細說明, 僅針對A玩家的遊戲裝置2a中執行之處理來進行詳細說 · 明。 - 再者,以下有將「遊戲裝置2a」之用語以「遊戲裝置 參 2」之用語來代用之狀況。又,以下有將「A玩家」之用 語以「玩家」之用語來代用之狀況。進而,有省略用以區 別A玩家與B玩家的輔助記號a、b之狀況。 接下來,對戰對手(B玩家)於A玩家的遊戲裝置2 (遊戲裝置2a)中被特定時(在S3 02 ),比賽事件係藉 由遊戲裝置2的CPU201執行(S303)。在此比賽事件, 首先,球隊清單及選手清單係顯示於監視器206。於是, . 從顯示於監視器206之球隊清單及選手清單中選擇玩家指 @ 揮之球隊及出場於對戰之選手角色(S304)。例如,玩家 (A玩家)藉由操作控制器21 1,從顯示於監視器206之 球隊清單及選手清單中選擇指揮之球隊及正式之選手角色 (S304 ) ° 在此,也進行先發之投手角色的選擇。例如,玩家藉 由操作控制器2 1 1,從複數投手角色所構成之投手清單中 選擇先發的投手角色。於是,被選擇之先發的投手角色之 識別號碼ID(IDa),係被遊戲裝置2的CPU2 01辨識( -38- 201008613 S3 05 ) ° 例如,由複數投手角色所構成之投手清單係依據複數 投手角色個別的識別號碼ID,藉由CPU201產生。爲此, 從複數投手角色所構成之投手清單中選擇先發的投手角色 時,可使遊戲裝置2的CPU2 0 1辨識被選擇之先發的投手 角色之識別號碼ID。 •再者,在此,複數投手角色個別的識別號碼ID係作 ⑩ 爲畫像資料的標記而被CPU201辨識。換句話說,藉由將 複數投手角色個別的識別號碼ID作爲畫像資料的標記來 使用,各投手角色的識別號碼ID與清單用之各投手角色 的畫像資料係建立關聯。又,投手清單用之各投手角色的 項目畫像係包含於上述之基本遊戲資料。 又,球隊清單及選手清單也顯示於B玩家的遊戲裝置 2b之監視器206。然後,與藉由前述A玩家執行之處理相 ' 同的處理也於B玩家的遊戲裝置2b中執行。藉此,可使 _ 遊戲裝置2b的CPU201辨識B玩家指揮之球隊及正式之 選手角色。又,亦可使遊戲裝置2b的CPU201辨識藉由B 玩家選擇之先發的投手角色之識別號碼IDb。 如此一來,藉由A玩家及B玩家選擇球隊及選手角色 (包含投手角色)時,用以開始包含於比賽事件之對戰事 件的對戰開始命令,係分別從A玩家的遊戲裝置2a之 CPU201及B玩家的遊戲裝置2b之CPU201發派(S 3 06 ) 。於是,依據此對戰開始命令,出場於對戰的選手角色係 藉由使用選手角色用的畫像資料而顯示於各玩家的監視器 -39- 201008613 206 ° 於此狀態中,各玩家操作控制器211時,依據來自各 遊戲裝置2a、2b之控制器211的輸入訊號,選手角色係 藉由遊戲裝置2的CPU201控制(S3 07 )。亦即,在此對 戰事件,A玩家及B玩家藉由操作各控制器211,直接控 制各球隊的選手角色。 · 亦即,對戰事件於遊戲裝置2a中執行時(S307 ), . 藉由A玩家對於守備側的選手角色(投手角色、捕手角色 φ 、野手角色)或攻擊側的選手角色(打手角色、跑者角色 )指示命令,來進行對戰事件。再者,此時,B玩家對於 身爲對戰對手之攻擊側的選手角色或身爲對戰對手之守備 側的選手角色指示命令。 如此,於進行對戰事件之狀態中,計算出正登板於對 戰事件之投手角色(先發的投手角色)的投球數T( ID) 之處理,係藉由各遊戲裝置2的CPU201執行(S3 08 )。 例如,投手角色的投球數T( ID)係藉由使CPU 201計算 對此投手角色指示之投球命令的次數來計算出。 又,是否已指示用以交替登板中之投手角色的投手交 替指令,係藉由遊戲裝置2的CPU201判斷(S309 )。然 後,例如,A玩家及B玩家之任一方的玩家藉由操作控制 器211,指示投手交替指令時(在S309爲Yes),先發的 投手角色之識別號碼ID與先發的投手角色之投球數T( ID)係被CPU201辨識,並儲存於RAM202 ( S310)。於 是,交替之投手角色(下個投手角色)的識別號碼ID被 -40- 201008613 CPU201辨識(S311),登板中的投手角色會與其他投手 角色交替。於是,如上所述,計算出此投手角色(下個投 手角色)的投球數T( ID)之處理’係藉由遊戲裝置2的 CPU201 執行(S3 12 )。 如此,登板中的投手角色之投球數T( ID)係不僅對 '於先發的投手角色,也對於交替之所有投手角色來計算出 •。然後,此投球的計算處理係在登板中的投手角色交替爲 ® 下個投手角色爲止之間,或對戰事件結束爲止被執行。然 後,登板中的投手角色交替爲下個投手角色時,或對戰事 件結束時,如圖4所示,此時登板之投手角色的識別號碼 ID與此投手角色的投球數T ( ID )係被CPU201辨識,並 儲存於 RAM202 ( S3 10 )。 再者,圖4係揭示1支球隊有20位投手角色(al、 a2、a3.....a2 0 )存在時之範例。亦即,揭示有20個識 • 別號碼(ID_al、ID_a2、ID_a3.....ID_a20 )存在時的Yes), the execution of the baseball game of the game devices 2a, 2b is authenticated by the CPU 101 of the server 1 (S103). Then, the arrangement for managing the pitcher character (described later) that cannot be boarded in the competition event is set by the CPU 101 of the server 1 (S104). For example, the address number indicating the address of the pitcher character that cannot be boarded in the match event and the team number used to set the same team's pitcher role as the same group are set as the element number, and will be configured in The identification number (described later) of the incompetent pitcher character of the address indicated by the address number is set to the arrangement of the element #, and is set by the CPU 101 of the server 1. Specifically, the address number is marked as "AD", the team number is marked as "GP", and when the identification number of the pitcher character is marked as "ID", the arrangement of the pitcher characters that can not be boarded can be managed. Revealed as "H (AD, GP) = ID". That is, this arrangement is defined by the CPU 101 of the server 1. Furthermore, the arrangement of the initial state is "Η ( 0,0 ) = 0". Here, the arrangement for managing the role of the pitcher who cannot be boarded in the match event is set for the player authenticated by the server 1 and the B player authenticated by the server 1 @. For example, the Ar system used by the A player can be marked as "Ha (ADa, GPa) = IDa", and the B-player arrangement Hb can be marked as "Hb (ADb, GPb) = IDb". As described above, when the arrays Ha and Hb are set by the CPU 101 of the server 1, whether or not the address numbers ADa and ADb of the Ha and Hb arrays are 1 or more and 3 or less (1 S AD S 3 ) are judged by the CPU 101 of the server 1 ( S105) Then, when the address numbers ADa and ADb of the Ha and Hb arrays are not 1 - 36 - 201008613 or more and 3 or less (No at S105, (ADa, ADb) S 0, (ADa, ADb) 24), There is no pitcher character that cannot be boarded, and the pitcher's role that cannot be boarded is notified from the server 1 that the processing of each of the game devices 2a, 2b is not executed by the CPU 101 of the server 1. In other words, the processing for notifying the management number/code notification command of each of the game devices 2a and 2b by the identification number ID of the pitcher player who is unable to board is not executed in the CPU 101 of the server 1. © For example, the player corresponds to this situation when they first perform a network match. That is, at this time, since the arrangement H (Ha, Hb) is "Η (0, 0) = 0", the above condition (AD SO) is achieved. In addition, when the pitcher character that cannot be boarded becomes a board, this is the case. That is, at this time, since the arrangement Η (Ha, Hb) is "H (AD ( 2 4 ) , GP ) = ID", the above condition (AD 2 4 ) is achieved. Therefore, when the address numbers ADa and ADb of the array Ha and Hb are not 1 - 3 or more (when S105 is No, (ADa, ADb) $0, (P ADa, ADb) 2 4), the following cannot be boarded. The identification number ID of the pitcher character is not notified to the game devices 2a and 2b from the server 1, and only the network address of the opponent is transmitted from the server 1 to each of the game devices 2a and 2b (S106). Then, by causing the CPU 201 of each of the game devices 2a, 2b to recognize the network address of the opponent, it is possible to specify the opponent (S3 02) in each of the game devices 2a, 2b. Further, the processing of the above-described step 105 (S1 05) is performed for the address number ADa of the arrangement Ha of the A player and the address number ADb of the arrangement Hb for the B player. -37- 201008613 Here, the program executed in the game device 2a of the A player shown below is basically the same as the program executed in the game device 2b of the B player. For this reason, the game of the game device 2a of the A player and the game system of the game device 2b of the B player have the same control form. Therefore, in the following, a detailed description of the processing executed in the game device 2b of the B player will be omitted, and only the processing executed in the game device 2a of the A player will be described in detail. - In the following, the term "game device 2a" is used instead of the term "game device 2". In addition, the following is a case where the term "A player" is used in the term "player". Further, the condition for distinguishing the auxiliary symbols a and b of the A player and the B player is omitted. Next, when the opponent (B player) is specified in the game device 2 (game device 2a) of the A player (at S3 02), the game event is executed by the CPU 201 of the game device 2 (S303). In this game event, first, the team list and the player list are displayed on the monitor 206. Then, from the list of players and the list of players displayed on the monitor 206, the player's finger and the player character who played the game are selected (S304). For example, the player (A player) selects the commanding team and the official player character from the list of players and the player list displayed on the monitor 206 by operating the controller 21 1, (S304). The choice of the pitcher role. For example, the player selects the first-time pitcher character from the list of pitchers composed of a plurality of pitcher characters by operating the controller 2 1 1. Then, the identification number ID (IDa) of the selected pitcher's predecessor is recognized by the CPU 203 of the game device 2 (-38-201008613 S3 05). For example, the list of pitchers composed of plural pitcher characters is based on the plural The individual identification number ID of the pitcher character is generated by the CPU 201. For this reason, when the first-time pitcher character is selected from the list of pitchers composed of the plurality of pitcher characters, the CPU 00 of the game device 2 can recognize the identification number ID of the selected first-time pitcher character. Further, here, the individual identification number ID of the plurality of pitcher characters is recognized by the CPU 201 as a mark of the image data. In other words, by using the identification number ID of the individual pitcher characters as the mark of the image data, the identification number ID of each pitcher character is associated with the image data of each of the pitcher characters for the list. Further, the project image of each pitcher character used in the pitcher list is included in the above basic game material. Further, the team list and the player list are also displayed on the monitor 206 of the B player's game device 2b. Then, the same processing as that performed by the aforementioned A player is also executed in the game device 2b of the B player. Thereby, the CPU 201 of the game device 2b can recognize the team commanded by the B player and the official player character. Further, the CPU 201 of the game device 2b may also recognize the identification number IDb of the pitcher character selected by the B player. In this way, when the A player and the B player select the team and the player character (including the pitcher character), the game start command for starting the match event included in the match event is respectively from the CPU 201 of the game device 2a of the A player. And the CPU 201 of the game device 2b of the B player is dispatched (S 3 06). Then, according to the battle start command, the player character appearing in the match is displayed on each player's monitor by using the portrait material for the player character - 39 - 201008613 206 ° in this state, each player operates the controller 211 The player character is controlled by the CPU 201 of the game device 2 in accordance with the input signal from the controller 211 of each of the game devices 2a, 2b (S3 07). That is, in this battle event, the A player and the B player directly control the player characters of each team by operating each controller 211. In other words, when the match event is executed in the game device 2a (S307), the player character (the pitcher character, the catcher character φ, the wild-hand character) or the attacker-side player character (the hitter character, running) by the A player on the defensive side The role) indicates the command to conduct the match event. Further, at this time, the B player instructs the player character who is the attacking side of the opponent or the player character who is the defensive side of the opponent. In this way, in the state of the battle event, the process of calculating the number of pitches T (ID) of the pitcher character (the first pitcher character) that is playing in the match event is executed by the CPU 201 of each game device 2 (S3 08) ). For example, the pitch number T (ID) of the pitcher character is calculated by causing the CPU 201 to calculate the number of pitching commands indicated for the pitcher character. Further, whether or not the pitcher exchange command for alternately playing the pitcher character in the board is instructed is determined by the CPU 201 of the game device 2 (S309). Then, for example, when the player of either the A player and the B player instructs the pitcher to alternate the command by operating the controller 211 (Yes in S309), the signature number of the first pitcher character and the pitch of the first pitcher character are pitched. The number T (ID) is recognized by the CPU 201 and stored in the RAM 202 (S310). Thus, the identification number ID of the alternate pitcher character (next pitcher character) is recognized by the -40-201008613 CPU 201 (S311), and the pitcher character in the board alternates with the other pitcher roles. Then, as described above, the process of calculating the pitch number T (ID) of the pitcher character (next pitcher character) is executed by the CPU 201 of the game device 2 (S3 12). In this way, the pitcher number T (ID) of the pitcher character in the board is calculated not only for the pitcher character in the first shot but also for all the pitcher roles that are alternated. Then, the calculation of the pitching is performed until the pitcher role in the board is alternated to the next pitcher role, or until the end of the battle event. Then, when the pitcher character in the board alternates with the next pitcher character, or when the battle event ends, as shown in FIG. 4, the identification number ID of the pitcher's character and the pitch number T (ID) of the pitcher character are The CPU 201 recognizes and stores it in the RAM 202 (S3 10). Furthermore, Figure 4 shows an example of the existence of 20 pitchers (al, a2, a3.....a2 0 ) in a team. That is, when there are 20 identification numbers (ID_al, ID_a2, ID_a3.....ID_a20),

® 範例。又,圖4所示之數字係對應各投手的投球數T( ID )。 又,在執行如上述之處理時,對戰事件是否已結束係 藉由CPU201判斷(S3 13 )。例如,局數是否已到達9 ( 局)係藉由CPU201判斷。 然後,在藉由CPU201判斷表示對戰事件已結束之命 令已發派時(在S313爲Yes ),則檢索出登板於此比賽 事件之所有投手角色個別的投球數T ( ID )中最大者的處 理,係藉由遊戲裝置2的CPU2 01執行(S314)。此處理 -41 - 201008613 係依每一球隊執行。於是,如圖4所示,藉由遊戲裝置2 的CPU201檢索出之最大投球數Tmax所對應之投手角色 的識別號碼ID’’係被遊戲裝置2的CPU201辨識(S315 )。例如,在圖4 ’揭示各比賽的最大投球數Tmax所對 應之投手角色的識別號碼ID’是「ID_al、ID_a3、ID_a5、 ID_a4、…」時之範例。如此一來,選出各球隊中進行最 · 多投球之投手角色的處理’係藉由各遊戲裝置 2的 · CPU201執行。 眷 於是,用以將進行最多投球之投手角色的識別號碼 ID’與此投手角色的球隊號碼GP’通知伺服器1的號碼通知 命令,係從遊戲裝置2的CPU201發派。於是,進行最多 投球之投手角色的識別號碼ID’與此投手角色的球隊號碼 GP’係經由外部網路3,從遊戲裝置2發送至伺服器1( S3 16 ) ° 在此發送至伺服器1之球隊號碼GP’係爲了管理進行 - 最多投球之投手角色所屬之球隊而使用。例如,即使在玩 家進行網路對戰時變更球隊,只要在伺服器1管理球隊號 碼GP’,即可在伺服器1持續管理在變更前的球隊中進行 對多投球之投手角色。 另一方面,在伺服器1,進行最多投球之投手角色的 識別號碼ID’與此投手角色的球隊號碼GP’是否經由外部 網路3而從遊戲裝置2到達,係經常藉由CPU101監視( S107)。然後,在進行最多投球之投手角色的識別號碼 ID’與此投手角色的球隊號碼GP’被CPU101辨識時(S107 -42- 201008613 爲Yes ),使用以管理不能登板之投手角色的排列Η之位 址號碼AD遞增的處理,係藉由伺服器1的CPU101執行 (S108)。於是,用以管理不能登板之投手角色的排列η 係被變更爲「H(AD+1,GP’)= ID’」。 例如,如圖4所示,在第1場比賽進行最多投球的投 手角色之識別號碼ID’係「ID_al」。爲此,如圖5所示, '在1場比賽結束時,用以管理不能登板之投手角色的排列 Ο Η 係成爲「Η ( 1,GP’)= ID_al」。 相同地,在第2場比賽以後進行最多投球的投手角色 之識別號碼ID’係「ID_a3、ID_a5、ID_a4、…」"爲此, 如圖5所示,在各比賽結束時,每於比賽結束則位址號碼 AD會遞增,變更身爲用以管理不能登板之投手角色的排 列Η之要素的識別號碼ID’之位址號碼AD。再者,在圖5 係以易於掌握時間數列的變化之方式並列記載1場比賽至 • 4場比賽爲止,但是,實際上,輸入ID之位址的儲存處 P 僅有1列(3處),在此1列中,進行新的ID之儲存及 最舊的ID之排除》 於是,變更後的位址號碼AD(=AD+1)是否是1 以上3以下(1 S AD ( = AD + 1 ) $ 3 )係藉由伺服器1的 0卩1;101判斷(8105)。然後,在變更後的位址號碼人0( = AD+1)是1以上3以下時(在S105爲Yes),變更後 的位址號碼AD ( = AD + 1 )、變更後的位址號碼AD (= AD+1)所對應之投手角色的識別號碼ID’及進行最多投 球之投手角色的識別號碼ID’,係被儲存於伺服器1的資 -43- 201008613 料積存部103。換句話說,變更後的位址號碼AD(=AD + 1)及投手角色的識別號碼ID’所對應之排列Η之値( 亦即,進行最多投球之投手角色的識別號碼ID’),係被 儲存於伺服器1的資料積存部103 (S1 09)。如此一來, 於伺服器1中管理不能登板之投手角色。然後,於對戰事 件中進行最多投球之投手角色的識別號碼ID’及對戰對手 的網路位址係從伺服器1發送至各遊戲裝置2a、2b (S110 )0 在此,在變更後的位址號碼(AD+1)不是1以上3 以下時(在S10 5爲No ),亦即,排列Η的位址號碼AD 是〇以下或排列Η的位址號碼AD是4以上時(AD S 0, AD24),不能登板之投手角色係不存在。亦即,此時, 不能登板的投手角色之識別號碼ID’不會從伺服器1通知 各遊戲裝置2a、2b,可使球隊所屬之所有投手角色登板。 又,此時,僅對戰對手的網路位址從伺服器1發送至各遊 戲裝置 2a、2b ( S 1 06 )。 如上所述,藉由伺服器1之處理,能以從下場比賽開 始3場比賽之間使在某比賽進行最多投球的投手角色無法 登板之方式來規制。然而,在某比賽進行作多投球的投手 角色,係可在第4比賽開始登板。 例如,在圖4,在各比賽不能登板之投手角色係在投 球數T ( ID )的欄位劃上斜線。在各比賽不能登板之投手 角色係以在圖5所示之位址號碼AD與身爲排列H ( AD, GP’)之要素的識別號碼ID’,於伺服器1中被管理。然後 -44- 201008613 ’藉由將該等不能登板之投手角色的識別號碼ID,發送至 遊戲裝置2,不能登板之投手角色係被遊戲裝置2的 CPU201辨識。於是,於伺服器i中管理中的不能登板之 投手角色’亦即,身爲圖4的投球數T( ID)的欄位之斜 線的投手角色,係無法登板於該比賽,如後述般,用以選 擇投手角色的投手清單不會被顯示。 •再者’在此’只要表示對戰事件已結束的命令不被發 ® 派(在S3 13爲No ),以對戰形式,對戰事件係藉由 CPU201 執行(S307 )。 又’在藉由CPU201判斷表示對戰事件已結束之命令 已發派之後(在S313爲Yes),從步驟314(S314)至步 驟316(S316)爲止的處理藉由遊戲裝置2的CPU201時 ,將遊戲資料儲存於RAM202的處理,係藉由CPU201執 行(S 3 1 7 )。 • 然後,在遊戲資料被儲存於RAM202時,選擇是否結 Θ 束該棒球遊戲的選擇畫面(未圖示),係顯示於監視器 206 ( S318 )。然後,於該選擇畫面中,玩家藉由操作控 制器17,選擇表示棒球遊戲之結束的項目時(在S318爲 Yes),用以結束棒球遊戲的處理,係藉由 CPU201執行 (S3 19)。在此,下次,持續棒球遊戲時所需之持續資料 等係儲存RAM202及硬碟203至少任一方,並記錄於被插 入讀寫卡機212的記錄媒體。 另一方面,於該選擇畫面中,玩家藉由操作控制器17 ,選擇表示持續棒球遊戲的項目時(在S318爲No),步 -45- 201008613 驟3(S3)的選擇畫面,係再次顯示於監視器206。然後 ,於該選擇畫面中,玩家藉由操作控制器211,選擇網路 對戰時(在S3爲Yes),因應上述之步驟1〇5 (S105)之 條件判別的結果,將對戰對手的網路位址(S 1 06 )或於對 戰事件中進行最多投球之投手角色的識別號碼ID’及對戰 對手的網路位址通知遊戲裝置2的處理,係藉由伺服器1 · 的CPU1 01執行。例如,用以將不能登板的投手角色之識 - 別號碼ID’通知遊戲裝置2之管理號碼通知命令,係從伺 參 服器1的CPU101發派。於是,伺服器1之管理中的不能 登板之投手角色之識別號碼ID’係經由外部網路3,從伺 服器1發送至遊戲裝置2。 於是,於步驟3 04 (S3 04 )中選擇投手角色時,除了 從伺服器1通知遊戲裝置2的不能登板之投手角色之外的 投手清單,係顯示於監視器206。例如,投手清單係依據 不能登板之投手角色的識別號碼ID以外之投手角色的識 - 別號碼ID,顯示於監視器206。然後,從投手清單中選擇 〇 登板於下個比賽事件之先發的投手角色。於是,於步驟 3 05 ( S 3 05 )中,被選擇之先發的投手角色之識別號碼ID ,係被遊戲裝置2的CPU201辨識。於是,接著步驟305 (S305)的處理係藉由遊戲裝置2的CPU201執行。又, 因應藉由遊戲裝置2的CPU201執行之處理,從步驟1〇1 (S101)至步驟110(S110)爲止的處理,係藉由伺服器 1的CPU101執行。® example. Moreover, the numbers shown in FIG. 4 correspond to the number of pitches T (ID) of each pitcher. Further, when the processing as described above is executed, whether or not the competition event has ended is judged by the CPU 201 (S3 13). For example, whether the number of stations has reached 9 (office) is judged by the CPU 201. Then, when it is judged by the CPU 201 that the command indicating that the competition event has ended has been dispatched (Yes in S313), the processing of the largest of the individual pitch numbers T (ID) of all the pitcher characters of the game event is retrieved. This is executed by the CPU 203 of the game device 2 (S314). This process -41 - 201008613 is performed by each team. Then, as shown in Fig. 4, the identification number ID'' of the pitcher character corresponding to the maximum number of pitches Tmax retrieved by the CPU 201 of the game device 2 is recognized by the CPU 201 of the game device 2 (S315). For example, in Fig. 4', an example in which the identification number ID' of the pitcher character corresponding to the maximum number of pitches Tmax of each game is "ID_al, ID_a3, ID_a5, ID_a4, ..." is revealed. In this way, the process of selecting the most multi-pitch pitcher character among the teams is performed by the CPU 201 of each game device 2. Then, the number notification command for notifying the server 1 of the pitcher ID of the pitcher character and the team number GP' of the pitcher character is dispatched from the CPU 201 of the game device 2. Then, the identification number ID' of the pitcher character who performs the most pitching and the team number GP' of the pitcher character are transmitted from the game device 2 to the server 1 via the external network 3 (S3 16). Here, the server number is transmitted to the server. The team number GP' of 1 is used for management--the team to which the pitcher's role is the most. For example, even if the player changes the team during the network match, if the server 1 manages the team number GP', the server 1 can continuously manage the pitcher role for the multi-pitch in the team before the change. On the other hand, in the server 1, whether the identification number ID' of the pitcher character and the team number GP' of the pitcher character are reached from the game device 2 via the external network 3 is often monitored by the CPU 101 ( S107). Then, when the identification number ID ' of the pitcher character who performs the most pitching and the team number GP' of the pitcher character are recognized by the CPU 101 (S107 - 42 - 201008613 is Yes), the arrangement of the pitcher characters for managing the boarding is used. The process of incrementing the address number AD is performed by the CPU 101 of the server 1 (S108). Therefore, the arrangement η for managing the role of the pitcher who cannot be boarded is changed to "H(AD+1, GP') = ID'". For example, as shown in Fig. 4, the identification number ID' of the pitcher who performs the most pitching in the first game is "ID_al". To this end, as shown in Fig. 5, 'At the end of one game, the arrangement of the pitcher characters used to manage the inability to board is "Η (1, GP') = ID_al". Similarly, the identification number ID of the pitcher character who performs the most pitching after the second game is "ID_a3, ID_a5, ID_a4, ..." " for this, as shown in Fig. 5, at the end of each game, each game At the end, the address number AD is incremented, and the address number AD of the identification number ID' for arranging the elements of the arrangement of the pitcher's role that cannot be boarded is changed. In addition, in Fig. 5, it is easy to grasp the change of the time series to list one game to four games in parallel, but in fact, there is only one column (three places) in the storage location P of the address of the input ID. In this column, the storage of the new ID and the exclusion of the oldest ID are performed. Then, whether the changed address number AD (= AD+1) is 1 or more and 3 or less (1 S AD (= AD + 1) $3) is judged by the 0卩1;101 of the server 1 (8105). Then, when the changed address number person 0 (= AD+1) is 1 or more and 3 or less (Yes in S105), the changed address number AD (= AD + 1), the changed address number The identification number ID' of the pitcher character corresponding to AD (= AD+1) and the identification number ID' of the pitcher character who performs the most pitching are stored in the resource-43-201008613 material storage unit 103 of the server 1. In other words, the arrangement of the changed address number AD (=AD + 1) and the identification number ID of the pitcher character (that is, the identification number ID of the pitcher who performs the most pitching) is It is stored in the data storage unit 103 of the server 1 (S1 09). In this way, the server 1 cannot manage the pitcher role that cannot be boarded. Then, the identification number ID' of the pitcher character who plays the most pitch in the match event and the network address of the opponent are transmitted from the server 1 to each of the game devices 2a and 2b (S110)0. Here, the changed position When the address number (AD+1) is not 1 or more and 3 or less (No in S10 5), that is, when the address number AD of the array is 〇 or the address number AD of the array is 4 or more (AD S 0) , AD24), the role of the pitcher who cannot be boarded does not exist. That is, at this time, the identification number ID' of the pitcher's character who cannot be boarded is not notified to the game devices 2a and 2b from the server 1, and all the pitcher roles to which the team belongs can be posted. Further, at this time, only the network address of the opponent is transmitted from the server 1 to each of the game devices 2a, 2b (S 1 06). As described above, by the processing of the server 1, it is possible to regulate the manner in which the pitcher who performs the most pitching in a certain game cannot be boarded between the three games from the next game. However, in the case of a pitcher who makes multiple pitches in a match, he can start boarding in the fourth game. For example, in Fig. 4, the pitcher character that cannot be boarded in each game is slanted in the field of the number of pitches T (ID). The pitcher character that cannot be boarded in each game is managed in the server 1 by the address number AD shown in Fig. 5 and the identification number ID' which is an element of the arrangement H (AD, GP'). Then, -44- 201008613' is transmitted to the game device 2 by the identification number ID of the player who cannot be boarded, and the pitcher character that cannot be boarded is recognized by the CPU 201 of the game device 2. Therefore, the pitcher character that cannot be boarded in the management of the server i, that is, the pitcher character of the slanted line of the field of the pitch number T (ID) of FIG. 4 cannot be boarded in the game, as will be described later. The list of pitchers used to select the pitcher character will not be displayed. • In addition, the command to indicate that the match event has ended is not sent (in S3 13), and in the form of battle, the match event is executed by the CPU 201 (S307). Further, after the CPU 201 determines that the command indicating that the competition event has ended has been dispatched (Yes in S313), the processing from step 314 (S314) to step 316 (S316) is performed by the CPU 201 of the game device 2, The processing of the game data stored in the RAM 202 is performed by the CPU 201 (S 3 17). • When the game material is stored in the RAM 202, a selection screen (not shown) for selecting whether or not to end the baseball game is displayed on the monitor 206 (S318). Then, in the selection screen, when the player selects an item indicating the end of the baseball game by the operation controller 17, (YES in S318), the processing for ending the baseball game is executed by the CPU 201 (S3 19). Here, next time, the continuation data required for continuing the baseball game is stored in at least one of the RAM 202 and the hard disk 203, and recorded in the recording medium inserted into the card reader 212. On the other hand, in the selection screen, when the player selects an item indicating that the baseball game is continued by the operation controller 17 (No in S318), the selection screen of step -45 - 201008613 (3) is displayed again. On the monitor 206. Then, in the selection screen, the player selects the network match time (Yes in S3) by operating the controller 211, and matches the opponent's network in response to the condition determination of the above steps 1〇5 (S105). The address (S 1 06 ) or the identification number ID' of the pitcher character who performs the most pitching in the battle event and the network address of the opponent opponent notify the game device 2 to be executed by the CPU 101 of the server 1·. For example, the management number notification command for notifying the player's role of the player's character that cannot be boarded, the number ID, is transmitted from the CPU 101 of the server 1. Then, the identification number ID' of the pitcher's unrecognizable pitcher in the management of the server 1 is transmitted from the server 1 to the game device 2 via the external network 3. Then, when the pitcher character is selected in step 3 04 (S3 04), the list of the pitchers other than the player's role of the game device 2 that cannot be boarded is notified from the server 1, and is displayed on the monitor 206. For example, the list of pitchers is displayed on the monitor 206 based on the identification number of the pitcher character other than the identification number ID of the player character who cannot be boarded. Then, from the list of pitchers, select 投 to board the pitcher role for the first game event. Then, in step 3 05 (S 3 05), the identification number ID of the selected first-time pitcher character is recognized by the CPU 201 of the game device 2. Then, the processing of step 305 (S305) is executed by the CPU 201 of the game device 2. Further, the processing from step 1〇1 (S101) to step 110 (S110) is executed by the CPU 101 of the server 1 in response to the processing executed by the CPU 201 of the game device 2.

如上述般,在本實施形態’例如’依據投球數τ ( ID -46- 201008613 ),能力較高之投手角色在客戶端側被選出,並將此投手 角色通知伺服器。然後,此投手角色係作爲不能登板於新 的對戰事件之投手角色,於伺服器中被管理。藉此,在客 戶端側進行之新的比賽事件中,能以此投手角色無法登板 之方式來限制。亦即,於網路用的棒球遊戲中,能以無法 在下場比賽中連續使用投球較多之投手角色,亦即能力較 '高之投手角色之方式來限制。 〔其他實施形態〕 (a)在前述實施形態,已揭示於投手角色選出手段 55中,從登板之所有投手角色中選出最大投球數的投手角 色之狀況的範例。然而,投手角色的選出形態係不限定於 前述實施形態,任何形態亦可。 例如,即使使投手角色選出手段55執行如下處理, 亦能以無法連續使用相同投手角色之方式來規制。 此時,在此投手角色選出手段55,在比賽事件的結束 時,檢索出登板之所有投手角色個別的投球數中臨限値以 上者的處理,係藉由遊戲裝置2的CPU201執行。然後, 投出臨限値以上之投球數的投手角色’係藉由遊戲裝置2 的CPU20 1選出。例如,臨限値被設定爲「90」時,投出 90球以上的投手角色,係藉由遊戲裝置2的CPU201選出 。即使進行如此處理,亦與前述實施形態相同’可規制能 力較高之投手角色的連續登板(參照圖4及圖5)。再者 ,如將臨限値設定爲大於「20」小於「1 〇〇」之範圍的話 -47- 201008613 ,與圖4及圖5所示者相同,可規制投手角色的連續登板 〇 又,在此所示之投手角色選出手段55,可選出能力較 高之複數投手角色。例如,登板之投手角色與投球數的對 應關係係如圖9時,臨限値被設定爲「90」時,用以管理 不能登板之投手角色的位址與識別號碼的對應關係係成爲 ' 圖1〇之狀況。亦即,於第1場比賽,兩個投手角色(al - ,a7)作爲能力較高之投手角色而被選出。然後,第2場 參 比賽之後,與前述實施形態相同,可規制該等投手角色的 連續登板。再者,此時,因爲必須準備複數投手角色的位 址,作爲位址容量,需要2位元以上的容量。然而,相較 於先前的系統,能以極少之容量來記憶必要的資料。 再者,在此所示之實施形態的狀況,於圖7的步驟 314( S3 14)中,檢索出臨限値以上的投球數。然後,於 圖7的步驟315( S3 15)中,選出投出臨限値以上的投球 數之投手角色。如此,藉由執行圖7的步驟314及步驟 315,與前述實施形態相同,亦可實現在此所示之實施形 態。 (b )在前述實施形態,已揭示作爲網路用的對戰遊 戲,使用棒球遊戲之狀況的範例,但是,網路用的對戰遊 戲並不限定於前述實施形態,作爲任何形態亦可。例如, 本發明適用於棒球遊戲以外的對戰遊戲之狀況,亦能以參 加比賽事件之複數物件中特定物件,於比賽事件中不會連 續登場之方式來規制。 -48- 201008613 (c)在前述實施形態,已揭示使用作爲可適用遊戲 程式之電腦之一例的家庭用視訊遊戲裝置之狀況的範例, 但是,遊戲裝置並不限定於前述實施形態,也可同樣適用 於監視器爲另外構成之遊戲裝置、監視器爲一體構成之遊 戲裝置、及藉由執行遊戲程式來作爲遊戲裝置而作用之個 人電腦及工作站等。 ’ (d)於本發明,亦包含執行如前述之遊戲的程式及 ® 記錄該程式之電腦可讀取的記錄媒體。作爲該記錄媒體, 卡匣以外可舉出,例如,電腦可讀取之可撓性碟、半導體 記憶體、CD— ROM、DVD、MO、ROM卡匣、其他者。 【圖式簡單說明】 〔圖1〕揭示本發明一實施形態所致之網路用的遊戲 系統的槪略構成圖。 〔圖2〕揭示前述遊戲裝置之硬體構造的圖。 ¥〔圖3〕揭示於伺服器及遊戲裝置(客戶端)中被實 現之功能的圖。 〔圖4〕用以說明登板之投手角色與投球數的對應關 係的圖(客戶端)。 〔圖5〕用以說明用以管理不能登板之投手角色的位 址與識別號碼的對應關係的圖(伺服器)》 〔圖6〕揭示棒球遊戲之投手輪値系統的流程圖(之 一)。 〔圖7〕揭示棒球遊戲之投手輪値系統的流程圖(之 -49- 201008613 二)。 〔圖8〕揭示棒球遊戲之投手輪値系統的流程圖(之 三)。 〔圖9〕用以說明其他實施形態之登板之投手角色與 投球數的對應關係的圖(客戶端)。 〔圖1 〇〕用以說明其他實施形態之用以管理不能登板 之投手角色的位址與識別號碼的對應關係的圖(伺服器) 【主要元件符號說明】 1 :伺服器As described above, in the present embodiment, for example, the pitcher character having a higher ability is selected on the client side in accordance with the number of pitches τ (ID - 46 - 201008613), and the pitcher is notified to the server. This pitcher character is then managed as a pitcher role that cannot be boarded in a new match event. In this way, in the new game event on the client side, it is possible to limit the manner in which the pitcher character cannot be boarded. That is to say, in a baseball game for the Internet, it is possible to limit the use of a pitcher character that is more likely to pitch in the next game, that is, a player who has a higher ability than a high pitcher. [Other Embodiments] (a) In the above-described embodiment, an example of the situation in which the pitcher character of the maximum number of pitches is selected from all the pitcher characters of the boarding game is disclosed in the pitcher character selecting means 55. However, the selection form of the pitcher character is not limited to the above embodiment, and any form may be employed. For example, even if the pitcher character selection means 55 performs the following processing, it can be regulated in such a manner that the same pitcher character cannot be continuously used. At this time, the pitcher selection means 55, at the end of the event, retrieves the number of individual pitches of all the pitchers of the board, and the processing by the CPU 201 of the game device 2 is executed. Then, the pitcher character who throws the number of pitches above the threshold is selected by the CPU 20 1 of the game device 2. For example, when the threshold is set to "90", a pitcher character of 90 or more balls is cast, and is selected by the CPU 201 of the game device 2. Even in such a case, it is the same as the above-described embodiment, and the continuous boarding of the pitcher character with high ability to regulate can be performed (see Figs. 4 and 5). In addition, if the threshold is set to be larger than the range of "20" and less than "1", -47-201008613, as shown in Figs. 4 and 5, the continuous boarding of the pitcher character can be regulated. The pitcher role selection means 55 shown here can select a plurality of pitcher roles with higher capabilities. For example, when the correspondence between the pitcher's role and the number of pitches is as shown in Fig. 9, when the threshold is set to "90", the correspondence between the address of the pitcher's character and the identification number used to manage the boarding cannot be boarded. 1〇 The situation. That is, in the first game, two pitcher characters (al - , a7) were selected as the more capable pitcher roles. Then, after the second game, the same as in the previous embodiment, the continuous boarding of the pitchers can be regulated. Furthermore, at this time, since it is necessary to prepare the address of the plural pitcher character, as the address capacity, a capacity of 2 bits or more is required. However, compared to previous systems, the necessary data can be memorized with very little capacity. Further, in the case of the embodiment shown here, in the step 314 (S3 14) of Fig. 7, the number of pitches equal to or greater than the threshold is searched. Then, in step 315 (S3 15) of Fig. 7, the pitcher character who has cast the number of pitches above the threshold is selected. Thus, by performing steps 314 and 315 of Fig. 7, as in the above-described embodiment, the embodiment shown here can be realized. (b) In the above-described embodiment, an example of the situation in which a baseball game is used as a battle game for the Internet has been disclosed. However, the game for the Internet is not limited to the above embodiment, and may be any form. For example, the present invention is applicable to the situation of a competition game other than a baseball game, and can also be regulated in such a manner that a specific object in a plurality of objects of a competition event does not continuously appear in a game event. -48- 201008613 (c) In the above embodiment, an example of the situation of a home video game device using a computer as an applicable game program has been disclosed. However, the game device is not limited to the above embodiment, and the same can be applied. It is applied to a game device in which a monitor is a game device and a monitor that are separately configured, and a personal computer and a workstation that function as a game device by executing a game program. (d) In the present invention, a program for executing the game as described above and a computer readable recording medium for recording the program are also included. The recording medium may be, for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, or the like. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a schematic block diagram showing a game system for a network according to an embodiment of the present invention. FIG. 2 is a view showing a hardware configuration of the aforementioned game device. ¥ [Fig. 3] shows a diagram of the functions implemented in the server and the game device (client). [Fig. 4] A diagram (client) for explaining the correspondence relationship between the pitcher's role and the number of pitches. [Fig. 5] A diagram (serving) for explaining the correspondence between the address and the identification number of the pitcher character for managing the boarding game. (Fig. 6) Flowchart for revealing the pitcher rim system of the baseball game (1) . [Fig. 7] A flow chart showing the pitcher rim system of a baseball game (-49-201008613 2). [Fig. 8] A flowchart (3) of a pitcher rim system for a baseball game is disclosed. Fig. 9 is a diagram (client) for explaining the correspondence relationship between the pitcher's role and the number of pitches in the boarding of the other embodiment. [Fig. 1 〇] is a diagram for explaining the correspondence between the address of the pitcher's character and the identification number for managing the board that cannot be boarded (server) [Description of main component symbols] 1 : Server

101 :伺服器的CPU101: Server CPU

102 :伺服器的RAM 103 :資料積存部 2 ( 2a,2b,2c,2d):遊戲裝置102: RAM 103 of the server: data storage unit 2 (2a, 2b, 2c, 2d): game device

201 :遊戲裝置的CPU 202 :遊戲裝置的RAM 2 0 6 :監視器 2 U :控制器 50 :對戰通知手段 5 1 :對戰認證手段 52 :比賽執行手段 53:投手角色選擇手段 54 :投球數計算手段 201008613 55:投手角色選出手段 56 :組群規定手段 57:投手角色通知手段 5 8 :排列規定手段 59:投手角色管理手段 ' 60:管理投手角色通知手段 • AD :位址號碼 O GP:投手角色的球隊號碼 GP’:不能登板之投手角色的球隊號碼 ID :投手角色的識別號碼 ID ’ :不能登板之投手角色的識別號碼 T ( ID ):投球數201: CPU 202 of the game device: RAM of the game device 2 0 6 : Monitor 2 U : Controller 50 : Battle notification means 5 1 : Battle authentication means 52 : Game execution means 53 : Pitcher role selection means 54 : Number of pitches Means 201008613 55: Pitcher role selection means 56: Group regulation means 57: Pitcher role notification means 5: Arrangement regulation means 59: Pitcher role management means '60: Management pitcher role notification means ・ AD: Address number O GP: Pitcher The team number of the character GP': The team number of the pitcher's character that cannot be boarded: ID number of the pitcher's character: The identification number of the pitcher's character that cannot be boarded (T): Number of pitches

Tmax:最大投球數 ❿ -51 -Tmax: Maximum number of pitches ❿ -51 -

Claims (1)

201008613 七、申請專利範圍: 1- 一種網路用的遊戲系統,係可執行於伺服器用的 電腦與經由網路而連接於伺服器用的電腦之客戶端用的電 腦中執行之網路用對戰遊戲的遊戲系統,其特徵爲: 具備: 對戰通知功能,係使客戶端的第1控制部執行將前述 < 對戰遊戲之執行通知前述伺服器的處理; - 對戰認證功能,係使伺服器的第2控制部執行用以認 @ 證前述客戶端之前述對戰遊戲之執行的處理; 比賽執行功能,係在前述對戰遊戲的執行被前述伺服 器認證時,使前述第1控制部執行前述對戰遊戲的比賽事 件; 物件選擇功能,係使前述第1控制部執行依據來自輸 入部的輸入訊號,從複數物件中選擇參加前述對戰遊戲的 比賽事件之至少1個物件的處理; - 動作頻度計算功能,係使前述第1控制部計算出參加 @ 前述對戰遊戲的比賽事件之前述至少1個物件的動作頻度 > 物件選出功能,係在前述比賽事件的結束時,使前述 第1控制部執行依據前述至少1個物件的動作頻度,從前 述至少1個物件中選出任1個物件的處理; 物件通知功能,係使前述第1控制部執行將前述任1 個物件通知前述伺服器的處理; 物件管理功能,係使前述第2控制部執行將從前述客 -52- 201008613 戶端通知前述伺服器之前述任1個物件設爲不能參加前述 對戰遊戲之新的比賽事件之物件來管理的處理;及 管理物件通知功能,係在前述對戰遊戲之新的比賽事 件藉由前述第1控制部執行時,使前述第2控制部執行將 在前述伺服器之管理中之前述物件通知前述客戶端的處理 > ' 在前述物件選擇功能,依據來自輸入部的輸入訊號, ® 從除了被通知之管理中的前述物件之外的複數物件中,選 擇參加新的前述比賽事件之至少1個物件的處理,係進而 藉由第1控制部執行。 2. 如申請專利範圍第1項所記載之網路用的遊戲系 統,其中, 在前述物件選出功能,於前述比賽事件的結束時,從 前述至少1個物件的動作頻度中檢索出最大動作頻度的處 ' 理係藉由前述第1控制部執行,而選出以最大前述動作頻 ❹ * 度動作之物件的處理亦藉由前述第1控制部執行。 3. 如申請專利範圍第1項所記載之網路用的遊戲系 統,其中, 於前述電腦, 在前述物件選出功能,於前述比賽事件的結束時,從 前述至少1個物件的動作頻度中檢索出臨限値以上之動作 頻度的處理係藉由前述第1控制部執行,而選出以臨限値 以上之前述動作頻度動作之物件的處理亦藉由前述第1控 制部執行。 -53- 201008613 4. 如申請專利範圍第1項至第3項中任一項所記載 之網路用的遊戲系統,其中, 在前述物件管理功能,將從前述客戶端通知前述伺服 器之前述任1個物件設爲於所定數的比賽事件之間不能參 加比賽事件之物件來管理的處理,係藉由前述第2控制部 執行。 - 5. 如申請專利範圍第4項所記載之網路用的遊戲系 統,其中, ❹ 更具備: 排列規定功能,係使前述第2控制部規定將表示管理 中的前述物件之位址的位址號碼設爲要素號碼,且將配置 於前述位址號碼所示之位址之管理中的前述物件之識別號 碼設爲要素的排列; 在前述物件管理功能,使前述第2控制部執行每於前 述比賽事件結束時,使管理中的前述物件之前述位址號碼 - 遞增的處理、判斷變更後的前述位址號碼是否是前述所定 @ 數以下的處理、與在變更後的前述位址號碼是前述所定數 以下時,將變更後的前述位址號碼及變更後的前述位址號 碼所對應之前述識別號碼儲存於前述伺服器之記憶部的處 理,藉此管理伺服器之前述物件。 6. 如申請專利範圍第5項所記載之網路用的遊戲系 統,其中, 更具備: 組群規定功能,係使前述第1控制部辨識用以將複數 -54- 201008613 前述物件設爲相同組群來規定的組群號碼; 在前述排列規定功能,將前述位址號碼與前述組群號 碼設爲要素號碼,且將前述要素號碼所對應之管理中的前 述物件之識別號碼設爲要素的排列係藉由前述第2控制部 規定。 ' 7. —種網路用的遊戲程式,係可執行於伺服器用的 •電腦與經由網路而連接於伺服器用的電腦之客戶端用的電 β 腦中執行之網路用對戰遊戲之網路用的遊戲程式,其特徵 爲. 具備: 對戰通知功能,係使客戶端的第1控制部執行將前述 對戰遊戲之執行通知前述伺服器的處理; 對戰認證功能,係使伺服器的第2控制部執行用以認 證前述客戶端之前述對戰遊戲之執行的處理; •比賽執行功能,係在前述對戰遊戲的執行被前述伺服 0 器認證時,使前述第1控制部執行前述對戰遊戲的比賽事 件; 物件選擇功能,係使前述第1控制部執行依據來自輸 入部的輸入訊號,從複數物件中選擇參加前述對戰遊戲的 比賽事件之至少1個物件的處理; 動作頻度計算功能,係使前述第1控制部計算出參加 前述對戰遊戲的比賽事件之前述至少1個物件的動作頻度 > 物件選出功能,係在前述比賽事件的結束時,使前述 -55- 201008613 第1控制部執行依據前述至少1個物件的動作頻度,從前 述至少1個物件中選出任1個物件的處理; 物件通知功能,係使前述第1控制部執行將前述任1 個物件通知前述伺服器的處理; 物件管理功能,係使前述第2控制部執行將從前述客 戶端通知前述伺服器之前述任1個物件設爲不能參加前述 . 對戰遊戲之新的比賽事件之物件來管理的處理;及 . 管理物件通知功能,係在前述對戰遊戲之新的比賽事 魯 件藉由前述第1控制部執行時,使前述第2控制部執行將 在前述伺服器之管理中之前述物件通知前述客戶端的處理 1 在前述物件選擇功能,依據來自輸入部的輸入訊號, 從除了被通知之管理中的前述物件之外的複數物件中,選 擇參加新的前述比賽事件之至少1個物件的處理,係進而 藉由第1控制部執行。 ^ 8. —種網路用的遊戲裝置,係可執行於伺服器用的 p 電腦與經由網路而連接於伺服器用的電腦之客戶端用的電 腦中執行之網路用對戰遊戲之網路用的遊戲裝置,其特徵 爲: 具備: 對戰通知手段,係使客戶端的第1控制部執行將前述 對戰遊戲之執行通知前述伺服器的處理; 對戰認證手段,係使伺服器的第2控制部執行用以認 證前述客戶端之前述對戰遊戲之執行的處理; -56- 201008613 比賽執行手段,係在前述對戰遊戲的執行被前述伺服 器認證時,使前述第1控制部執行前述對戰遊戲的比赛事 件; 物件選擇手段,係使前述第1控制部執行依據來自輸 入部的輸入訊號,從複數物件中選擇參加前述對戰遊戲的 ^ 比賽事件之至少1個物件的處理; * 動作頻度計算手段,係使前述第1控制部計算出參加 ® 前述對戰遊戲的比賽事件之前述至少1個物件的動作頻度 i 物件選出手段,係在前述比賽事件的結束時’使前述 第1控制部執行依據前述至少1個物件的動作頻度,從前 述至少1個物件中選出任1個物件的處理; 物件通知手段,係使前述第1控制部執行將前述任1 個物件通知前述伺服器的處理; - 物件管理手段,係使前述第2控制部執行將從前述客 ® 戶端通知前述伺服器之前述任1個物件設爲不能參加前述 對戰遊戲之新的比賽事件之物件來管理的處理;及 管理物件通知手段,係在前述對戰遊戲之新的比賽事 件藉由前述第1控制部執行時,使前述第2控制部執行將 在前述伺服器之管理中之前述物件通知前述客戶端的處理 » 在前述物件選擇手段’依據來自輸入部的輸入訊號’ 從除了被通知之管理中的前述物件之外的複數物件中’選 擇參加新的前述比賽事件之至少1個物件的處理’係進而 -57- 201008613 藉由第1控制部執行。 9. 一種網路用的遊戲控制方法,係可藉由各電腦來 控制於伺服器用的電腦與經由網路而連接於伺服器用的電 腦之客戶端用的電腦中執行之網路用對戰遊戲之網路用的 遊戲控制方法,其特徵爲: 具備: - 對戰通知步驟,係使客戶端的第1控制部執行將前述 . 對戰遊戲之執行通知前述伺服器的處理: _ 對戰認證步驟,係使伺服器的第2控制部執行用以認 證前述客戶端之前述對戰遊戲之執行的處理: 比賽執行步驟,係在前述對戰遊戲的執行被前述伺服 器認證時,使前述第1控制部執行前述對戰遊戲的比賽事 件; 物件選擇步驟,係使前述第1控制部執行依據來自輸 入部的輸入訊號,從複數物件中選擇參加前述對戰遊戲的 . 比赛事件之至少1個物件的處理; @ 動作頻度計算步驟,係使前述第1控制部計算出參加 前述對戰遊戲的比賽事件之前述至少1個物件的動作頻度 物件選出步驟,係在前述比賽事件的結束時’使前述 第1控制部執行依據前述至少1個物件的動作頻度’從前 述至少1個物件中選出任1個物件的處理; 物件通知步驟,係使前述第1控制部執行將前述任1 個物件通知前述伺服器的處理; -58- 201008613 物件管理步驟,係使前述第2控制部執行將從前述客 戶端通知前述伺服器之前述任1個物件設爲不能參加前述 對戰遊戲之新的比賽事件之物件來管理的處理;及 管理物件通知步驟’係在前述對戰遊戲之新的比賽事 件藉由前述第1控制部執行時’使前述第2控制部執行將 在前述伺服器之管理中之前述物件通知前述客戶端的處理 » » 〇 在前述物件選擇步驟’依據來自輸入部的輸入訊號’ 從除了被通知之管理中的前述物件之外的複數物件中’選 擇參加新的前述比賽事件之至少1個物件的處理’係進而 藉由第1控制部執行。 〇 -59-201008613 VII. Patent application scope: 1- A game system for the network, which is used for the network executed by the computer for the server and the client for connecting to the server for the server via the network. The game system of the game of battle is characterized in that: the battle notification function is such that the first control unit of the client executes a process of notifying the server of the execution of the above-mentioned "competition game"; - the battle authentication function is to enable the server The second control unit executes processing for recognizing the execution of the aforementioned competition game of the client; and the game execution function causes the first control unit to execute the aforementioned competition game when the execution of the competition game is authenticated by the server The event selection function is configured to cause the first control unit to perform processing for selecting at least one object of the game event participating in the competition game from the plurality of objects according to the input signal from the input unit; - an action frequency calculation function, The first control unit calculates the at least one of the events of the competition event of the aforementioned competition game The operation frequency selection function is to cause the first control unit to perform a process of selecting one of the at least one object based on the operation frequency of the at least one object at the end of the game event; The object notification function causes the first control unit to execute a process of notifying the server of the any one of the objects; and the object management function causes the second control unit to execute the notification of the servo from the client-52-201008613 client Any one of the foregoing items is set as a process of managing an object that cannot participate in a new game event of the aforementioned game; and a management item notification function is performed by the first control unit in the game event When the second control unit executes the process of notifying the client of the object in the management of the server, > 'the object selection function is based on the input signal from the input unit, ® from the management other than the notification Among the plurality of objects other than the foregoing items, the selection of at least one object of the new aforementioned event event is selected, Further executed by the first control unit. 2. The game system for a network according to claim 1, wherein the object selection function retrieves a maximum operation frequency from the action frequency of the at least one object at the end of the game event. The process of selecting the object operating at the maximum operating frequency by the first control unit is also executed by the first control unit. 3. The game system for a network according to claim 1, wherein the computer selects a function of the object, and searches for an operation frequency of the at least one object at the end of the game event. The processing of the operation frequency above the threshold is performed by the first control unit, and the processing of selecting the object operating at the operation frequency of the threshold or more is also performed by the first control unit. The gaming system for a network according to any one of the items 1 to 3, wherein the object management function notifies the client from the aforementioned server The process in which any one of the objects is managed by an object that cannot participate in the game event between the predetermined number of game events is executed by the second control unit. - 5. The game system for a network according to the fourth aspect of the invention, wherein the game system further includes: a predetermined function, wherein the second control unit specifies a bit indicating an address of the object in management The address number is set as the element number, and the identification number of the object in the management of the address indicated by the address number is set as an element arrangement; and in the object management function, the second control unit executes the second control unit At the end of the game event, the processing of incrementing the address number of the object in management, and determining whether the changed address number is equal to or less than the predetermined number of addresses, and the address number after the change is When the predetermined number is equal to or less than the predetermined number, the changed address number and the identification number corresponding to the changed address number are stored in the memory unit of the server, thereby managing the object of the server. 6. The game system for a network according to claim 5, further comprising: a group specifying function for identifying the first control unit to set the plurality of objects of the plurality -54 - 201008613 to be the same The group number specified by the group; the predetermined function, the address number and the group number being the element number, and the identification number of the object in the management corresponding to the element number is an element The arrangement is defined by the second control unit. ' 7. A kind of game program for the network, which is used by the server for the server and the network for the client connected to the server via the network. The game program for the network is characterized in that: the battle notification function is such that the first control unit of the client executes the process of notifying the server of the execution of the competition game; the battle authentication function is to enable the server The control unit executes processing for authenticating the execution of the aforementioned competition game of the client; and the game execution function causes the first control unit to execute the competition game when the execution of the competition game is authenticated by the servo The event selection function is configured to cause the first control unit to perform processing for selecting at least one object participating in the game event of the competition game from the plurality of objects based on the input signal from the input unit; The first control unit calculates an operation frequency of the at least one object of the game event participating in the competition game> The function of the first control unit is to perform the process of selecting one of the at least one object based on the operating frequency of the at least one object at the end of the game event; the object notification is performed by the first control unit -55-201008613; The first control unit performs a process of notifying the server to notify the server; and the object management function causes the second control unit to execute the notification to notify the client of any one of the objects from the server. It is assumed that it is not possible to participate in the management of the object of the new game event of the battle game; and the management object notification function is performed when the new game event of the aforementioned game is executed by the first control unit The second control unit executes the process 1 of notifying the client in the management of the server, and the object selection function is based on the input signal from the input unit, in addition to the aforementioned object in the management being notified. Among the plurality of objects, the first control unit is selected to participate in the processing of at least one object of the new game event. carried out. ^ 8. A game device for a network, which is a network of a network game that can be executed by a p-computer for a server and a client for connecting to a server for a server via a network. A game device for a road, comprising: a game notification means for causing a first control unit of the client to execute a process of notifying the server of execution of the competition game; and a second authentication of the server for the game authentication means The department executes processing for authenticating the execution of the aforementioned competition game of the client; -56- 201008613 the game execution means causes the first control unit to execute the aforementioned competition game when the execution of the competition game is authenticated by the server The event selection means is configured to cause the first control unit to perform processing for selecting at least one object of the game event of the competition game from the plurality of objects based on the input signal from the input unit; * the action frequency calculation means, The first control unit calculates the action of the at least one object participating in the game event of the aforementioned competition game The object i selection means is configured to cause the first control unit to execute one of the at least one object based on the operating frequency of the at least one object at the end of the game event; The first control unit executes a process of notifying the server to notify the server; and the object management means causes the second control unit to execute the notification of the server from the client. The object is set as a process for managing the object of the new game event that cannot participate in the game of the aforementioned game; and the management object notification means is such that when the new game event of the game of the match is executed by the first control unit, The control unit executes the processing of notifying the aforementioned client of the foregoing object in the management of the server » The object selection means 'based on the input signal from the input unit' from the plurality of objects other than the aforementioned object in the management of the notification In the 'selection of at least one object of the new competition event', then -57- 201008613 by An execution control unit. 9. A game control method for a network, which is a network game that can be executed by a computer for controlling a computer for a server and a client for connecting to a server for a server via a network. The game control method for the game network is characterized in that: - the battle notification step is such that the first control unit of the client executes the process of notifying the execution of the aforementioned game to the server: _ the battle authentication step The second control unit of the server executes a process for authenticating the execution of the competition game of the client: the game execution step causes the first control unit to execute the aforementioned when the execution of the competition game is authenticated by the server The game event of the battle game; the object selection step is such that the first control unit executes the processing of at least one object of the game event participating in the competition game from the plurality of objects according to the input signal from the input unit; @action frequency The calculating step is such that the first control unit calculates the at least one object of the game event participating in the competition game The operation frequency selection step is a process of causing the first control unit to execute one of the at least one object based on the operation frequency of the at least one object at the end of the game event; a step of causing the first control unit to execute a process of notifying the server of any one of the objects; -58-201008613 an object management step of causing the second control unit to execute the foregoing notification from the client to the server Any one of the objects is managed as an item that cannot participate in the new game event of the aforementioned competition game; and the management item notification step 'when the new game event of the aforementioned competition game is executed by the first control unit' The second control unit executes the process of notifying the client in the management of the server, »» in the object selection step 'based on the input signal from the input unit' from the aforementioned object in the management other than the notification. 'Processing of at least one item selected to participate in the new aforementioned event event' in the plural object And executed by the first control unit. 〇 -59-
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